Gaming machine
The gaming machine enhances gameplay consistency and fairness through precise random number generation and controlled gameplay dynamics using a gaming control CPU and information storage means with range designation registers.
Patent Information
- Application Number
- JP2024101248
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-24
- Publication Date
- 2026-01-13
AI Technical Summary
Conventional gaming machines lack improvements in game control and random number generation mechanisms, which can lead to inefficiencies and inconsistencies in gameplay.
A gaming machine equipped with a gaming control CPU and information storage means, featuring random number generation means with range designation registers that cannot be changed until reset, allowing for precise control over random number ranges and enhancing gameplay dynamics.
This configuration ensures consistent and controlled gameplay experiences by stabilizing random number generation, improving player engagement and fairness.
Smart Images

Figure 2026003342000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine installed in an amusement parlor or the like. [Background technology]
[0002] BACKGROUND ART Conventionally, there have been gaming machines that are installed in game parlors and the like, and that award gaming values and the like to players according to the results of a lottery that accompanies the execution of a game (for example, Patent Documents 1 and 2). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2023-91721 [Patent Document 2] Japanese Patent Application Laid-Open No. 2018-114158 Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional gaming machines have room for improvement. [Means for solving the problem]
[0005] One form of the present invention is a gaming machine equipped with a gaming control means including, for example, a gaming control CPU capable of executing control related to games, and information storage means capable of storing information for executing control related to games, wherein the gaming control means includes random number generation means capable of generating random numbers usable for making judgments related to games and capable of specifying a range of the random numbers to be generated, and the information storage means includes a range designation register which is a register for designating the range of the random numbers generated by the random number generation means, the random number generation means includes a plurality of random number generation means capable of individually generating random numbers, the range designation register is configured so that the set value cannot be changed until the gaming control means is reset, and includes a plurality of range designation registers for individually designating the range of the random numbers generated by the plurality of random number generation means, and the gaming control CPU is capable of setting a specific value in one of the plurality of range designation registers, and setting a predetermined value different from the specific value in the other range designation registers, by executing a process of setting the specific value in one of the target range designation registers, and then executing a special process of setting the predetermined value in each of the plurality of range designation registers. [Brief explanation of the drawings]
[0006] [Figure 1] 1 is a schematic front view showing the appearance of a medalless gaming machine according to a first embodiment. [Figure 2] 1 is a schematic perspective view showing the internal configuration of a medalless gaming machine according to a first embodiment. [Figure 3] 1 is a block diagram showing the control configuration of the medalless gaming machine according to the first embodiment. [Figure 4] 3 is a flowchart showing a playing method for the medalless gaming machine according to the first embodiment. [Figure 5] 10 is a diagram showing a payout table according to the first embodiment. [Figure 6] 10 is a diagram showing an internal lottery table according to the first embodiment. [Figure 7] FIG. 2 is a state transition diagram showing the transition of game states according to the first embodiment. [Figure 8] 10 is a diagram showing a lottery table for transitioning to a favorable zone in the first embodiment. [Figure 9] A diagram showing a CZ state lottery table related to the first embodiment. [Figure 10] 10 is a diagram showing a pseudo bonus state lottery table according to the first embodiment. [Figure 11] This is a diagram showing the initial difference number lottery table (CZ state) related to the first embodiment. [Figure 12] 10 is a diagram showing a pseudo bonus state lottery table according to the first embodiment. [Figure 13] This is a diagram showing the initial difference number lottery table (higher CZ state) according to the first embodiment. [Figure 14] 10 is a diagram showing a difference number addition lottery table according to the first embodiment. [Figure 15] 10 is a diagram showing an EX game number addition lottery table according to the first embodiment. [Figure 16] 10 is a diagram showing a pseudo bonus state lottery table according to the first embodiment. [Figure 17] A diagram to explain an example of presentation during the CZ state in the first embodiment. [Figure 18] A figure to explain an example of presentation during the pseudo bonus state in the first embodiment. [Figure 19] A figure to explain an example of a presentation during the ST state in the first embodiment. [Figure 20] FIG. 10 is a diagram for explaining the provisions of the initial difference in number of coins in the pseudo bonus state according to the first embodiment. [Figure 21] FIG. 10 is a state transition diagram showing the transition of game states according to the second embodiment. [Figure 22] 10 is a diagram showing a privilege awarding lottery table according to the second embodiment. [Figure 23] 10 is a diagram showing a benefit type lottery table according to the second embodiment. [Figure 24] 10 is a diagram showing an initial difference number lottery table (pseudo bonus state) according to the second embodiment. [Figure 25] This is a diagram showing the initial difference number lottery table (higher CZ state) according to the second embodiment. [Figure 26] 10 is a diagram showing an ST mode promotion lottery table according to the second embodiment. [Figure 27] 10 is a diagram showing a navigation lottery table according to the second embodiment. [Figure 28] A figure to explain an example of presentation during a pseudo bonus state in the second embodiment. [Figure 29] A figure to explain an example of a presentation during the ST state in the second embodiment. [Figure 30] 13 is a diagram showing a payout table according to the third embodiment. [Figure 31] 13 is a diagram showing an internal lottery table according to the third embodiment. [Figure 32] FIG. 11 is a state transition diagram showing the transition of game states according to the third embodiment. [Figure 33] 10 is a diagram showing a CB state lottery table according to the third embodiment. [Figure 34] 10 is a diagram showing an ST state lottery table according to the third embodiment. [Figure 35] 10 is a diagram showing a lottery table for adding the number of ST games according to the third embodiment. [Figure 36] 10 is a diagram showing an ST state extension lottery table according to the third embodiment. [Figure 37] 13 is a diagram showing an obtainable difference number correspondence table during a pseudo bonus state according to the third embodiment. [Figure 38] 10 is a diagram showing an ST level promotion lottery table according to the third embodiment. [Figure 39] A figure to explain an example of a presentation during the ST state in the third embodiment. [Figure 40] A figure to explain an example of a presentation during the ST state in the third embodiment. [Figure 41] A figure to explain an example of a presentation during the ST state in the third embodiment. [Figure 42]A figure to explain an example of presentation during the pseudo bonus state in the third embodiment. [Figure 43] 13 is a diagram showing a payout table according to the fourth embodiment. [Figure 44] 13 is a diagram showing an internal lottery table according to the fourth embodiment. [Figure 45] FIG. 10 is a state transition diagram showing the transition of game states according to the fourth embodiment. [Figure 46] 13 is a diagram showing an ST state type lottery table (CB state) according to the fourth embodiment. [Figure 47] 13 is a diagram showing an ST state type lottery table (pseudo bonus state) according to the fourth embodiment. [Figure 48] A figure to explain an example of a presentation during the ST state in the fourth embodiment. [Figure 49] FIG. 10 is a diagram illustrating the configuration of a main control board 505 of a gaming machine 501 according to a fifth embodiment. [Figure 50] 13 is a diagram illustrating stored information related to random numbers in a register of a storage unit 509 according to the fifth embodiment, and its use. FIG. [Figure 51] FIG. 10 is a diagram illustrating the processing when the gaming machine 501 of the fifth embodiment is powered on (reset processing). [Figure 52] FIG. 13 is a diagram illustrating a process related to setting a random number when the power is turned on (reset process) in the fifth embodiment. [Figure 53] FIG. 10 is a diagram illustrating processing when the power is turned on (reset processing) in Comparative Example 1. [Figure 54] FIG. 10 is a diagram illustrating a process when the power is turned on (reset process) in Comparative Example 2. [Figure 55] FIG. 10 is a diagram illustrating a process when the power is turned on (reset process) in Comparative Example 3. DETAILED DESCRIPTION OF THE INVENTION
[0007] A preferred embodiment of a gaming machine according to the present invention will be described with reference to the drawings. (First embodiment) The gaming machine of this embodiment does not use actual medals (gaming media), but manages medals as data (so-called credit medals), and lends medals using electronic information for play, so it is a device that allows players to play without touching the gaming medals. In this way, the gaming machine is a gaming machine (referred to as a medal-less gaming machine in the embodiment) that uses a pseudo gaming medium of this data format for playing games. Such gaming machines are also called Smart Pachislot (registered trademark), Smart Slot (registered trademark), etc. Below, we will explain an example of applying the invention to a No. 6 slot machine with an AT (ART) mode as a medal-less gaming machine, but it is not limited to this and can also be applied to, for example, a normal type (so-called A type) slot machine that allows real bonus play. Medals as data used in medalless gaming machines are called "game medals," and medals as data that have been deposited with the gaming parlor (management device, dedicated unit) after having been acquired in previous games are called "owned medals."
[0008] First, the overall configuration of the medalless gaming machine 1 will be described. A display window 6 is formed in the center of the front door 1a, through which the rear can be seen, and the symbols displayed on the reels 41 can be seen through this display window 6. A step protruding forward is formed below the display window 6, and around this step are provided operation means such as the bet button 2a, MAX bet button 2b, effect button 2g, count button 2c, settlement button 2d, start lever 3, and stop button 5, as well as notification means such as a game medal number display device 7, count button lamp 2e, and bet number lamp 2f. The game medal number display device 7 may be provided on the upper or front side of the step. Above the display window 6, there is provided a navigation lamp 12 that guides the player through the operation sequence of the stop buttons 5. The upper part of the front door 1a is provided with a display 8 that functions as a display means and a notification means. The display 8 can be, for example, a single-screen liquid crystal display, but is not limited to this and may be a multi-screen configuration (for example, a main screen and a sub-screen). Note that instead of or in addition to the display 8, a liquid crystal display may be provided at the bottom (lower panel) of the front door 1a, and the display 8 is not necessarily provided.
[0009] On the side of the display 8, there is a speaker 9 that acts as an alarm means and produces sound effects and notifications, and a lamp 11 that produces light effects and notifications in response to the winning combinations and effects displayed on the display 8.
[0010] Inside the cabinet 1b, there is a main control unit 10 equipped with a CPU that performs overall control of the game, and also a sub-control unit 20 equipped with a CPU that controls the game presentation and other aspects under the control of the main control unit 10. The housing 1b also includes a drum unit 4. The drum unit 4 includes three reels 41a to 41c (variable display means) arranged in parallel in the horizontal direction, and each of these reels 41a to 41c is configured to be rotatable by the drive of a stepping motor (not shown). A plurality of symbols (identification information) are displayed on the outer peripheral surface of each reel 41a to 41c in a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (for example, three) can be seen through the display window 6 for each reel 41a to 41c. A power supply device 15 for supplying power to each device including the main control unit 10 and the sub-control unit 20 is provided inside the housing 1b. Inside the cabinet 1b, there are provided a game medal number clear button 14 and a probability setting device 16, and a dedicated unit 19, which is an inter-machine device, is adjacent to the outside of the gaming machine corresponding to each medalless gaming machine 1 (not shown).
[0011] As shown in Figure 3, the main control unit 10 is connected to various parts such as a bet button 2a, a MAX bet button 2b, a settlement button 2d, a start lever 3, a stop button 5, a dedicated unit 19, a drum unit 4, a counting button 2c, a game medal number display device 7, a game medal number clear button 14, a probability setting device 16, and a power supply unit 15. The dotted line portion (dedicated unit 19) in FIG. 3 indicates an external device. The main control unit 10 functions as a lottery means capable of executing lottery related to games, and also detects and controls the operation of each of the above-mentioned units, transitions the game state, and outputs predetermined commands (control information) at predetermined timing to the sub-control unit 20. For example, it outputs a winning target command indicating the lottery result of the internal lottery process that determines the winning combination of the current game, and a winning determination command indicating the result of the winning determination. The sub-controller 20 is connected to various parts such as the navigation lamp 12, the counting button lamp 2e, the bet number lamp 2f, the effect button 2g, the display 8, the speaker 9, the lamp 11, and the like. The sub-controller 20 operates as a performance control means, and controls the operation of each of the above-mentioned units in response to commands (control information) from the main controller 10.
[0012] The operation of the main parts will be explained. The game medal number display device 7 is a game value display means, and displays the total number of game medals (game value) that can be used in a game. Therefore, the player can insert game medals within the range of the number of game medals displayed on the game medal number display device 7 to play the game. The game medal count display device 7 is equipped with a storage means (such as RAM) and a display means (such as a 7-segment LED), and when game medals are lent out or paid out, the main control unit 10 adds up the number of lent out or paid out medals, stores (records) the addition result (total) in the storage means as the "game medal count," and displays it on the display means. Furthermore, when a gaming medal is inserted, the main control unit 10 subtracts the number of inserted medals from the "number of gaming medals" that is "stored and displayed" on the gaming medal number display device 7. The game medals are lent out by operating the dedicated unit 19, which is an inter-machine device, and the game medals are inserted by operating the bet button 2a or the MAX bet button 2b. The number of game medals (amount of game value) that can be stored and displayed in the game medal number display device 7 is set to an upper limit (for example, 16,300), and if the total number of game medals paid out due to winnings exceeds the upper limit, a "play not allowed" control is executed so that game play is not possible. In the "unplayable" state, the start lever 3, bet button 2a, MAX bet button 2b, and settlement button 2d are not accepted.
[0013] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game medals when starting a game. When pressed, the bet button 2a sets the number of bets to "1" (temporarily stored in RAM), and the MAX bet button 2b sets the maximum number of bets to "3" (temporarily stored in RAM). In response to the pressing of the bet button 2 a or the MAX bet button 2 b, the main control unit 10 subtracts the corresponding bet number from the number of game medals stored and displayed on the game medal number display device 7 .
[0014] The start lever 3 is an operating means that is operated by the player when starting a game after inserting a game medal. The stop button 5 is an operation means (stop operation means) that can be operated to stop a plurality of symbols (identification information) that are variably displayed according to the progress of the game, and includes a plurality of stop operation portions (5a to 5c). The effect button 2g is an operating means that can be operated by the player to change the effect displayed on the display 8.
[0015] The count button 2c is an operation means that is operated when the player counts the number of game medals he has acquired. Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game medals (game value) displayed on the game medal number display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. For this reason, the count button 2c is operated 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). The counting amount of the counting button 2c varies depending on how it is pressed. For example, when the count button 2c is "short pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs count data that indicates that "1" game medal has been counted, i.e., the counted number "1", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted number "1" from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is "pressed and held" (for example, pressed for 500 milliseconds or longer), the main control unit 10 outputs count data that indicates that a maximum of "50" game medals have been counted, i.e., that the maximum counted number "50", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted number (maximum "50") from the number of game medals stored and displayed in the game medal number display device 7. For example, if the count button 2c is pressed and held while the game medal count display device 7 displays a game medal count of "50 or less," the game medal count will be up to "50," and therefore all game medals will be counted. In this case, the main control unit 10 outputs count data that can identify the counted number to the dedicated unit 19, and subtracts the counted number from the number of game medals stored and displayed in the game medal number display device 7. As a result, the number of game medals stored and displayed on the game medal number display device 7 is updated to "0." Furthermore, if the counting button 2c is pressed and held down continuously while the game medal count display device 7 displays a game medal count of "over 50," the game medal count will be "50" in response to the first detection of a long press, and a maximum of "50" game medals will be counted each time a long press is detected from the second time onwards (for example, every 300 milliseconds). In this case, the main control unit 10 outputs count data that can identify the total count amount to the dedicated unit 19, and subtracts the total count amount from the number of game medals stored and displayed in the game medal number display device 7. In addition, the counting data output to the dedicated unit 19 based on the continued long press may be output all at once, with the counting data capable of identifying the total count amount at the end of the continued long press, or may be output individually, with the counting amount (maximum 50) capable of identifying the total count amount each time a long press is detected. The dedicated unit 19 manages the total number of medals counted until the return button is operated, for example, as the number of medals held. In addition to the normal counting button 2c, other counting buttons may be provided, such as a button that can count 100 sheets with a short press, or a counting button that stops at 500 sheets even if pressed for a long time.
[0016] In this way, the number of game medals stored and displayed in the game medal number display device 7 can be subtracted by the counting process. Therefore, if the number of game medals exceeds the upper limit and the game becomes "unplayable," the countermeasure is to operate the counting button 2c to reduce the number of game medals below the upper limit, thereby canceling the "unplayable" state.
[0017] The game medal count clear button 14 is an operation means for a store clerk to reset (to 0) the game medal count stored and displayed in the game medal count display device 7. When the game medal count clear button 14 is operated, the main control unit 10 updates the game medal count stored and displayed on the game medal count display device 7 to "0." Therefore, the "unplayable" state can also be cancelled by the store clerk operating the game medal count clear button 14.
[0018] The settlement button 2d is an operation means that is operated when returning the set number of bets to the game medal number display device . For example, when the settlement button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game medals stored and displayed in the game medal number display device 7. When the settlement button 2d is pressed while the bet number is set to "2", the main control unit 10 clears the bet number and adds "2" to the number of game medals displayed on the game medal number display device 7. When the settlement button 2d is pressed with the bet number set to "3", the main control unit 10 clears the bet number and adds "3" to the number of game medals displayed on the game medal number display device 7. In other words, the settlement button 2d is a specific operating means that can be operated to add the game medals (game value) set as the bet number (multiplier) to the number of game medals (game value) displayed on the game medal number display device 7 (game value display means). Therefore, when the player wishes to end the game, he or she can simply press the settlement button 2d after confirming that the number of bets has been set by checking that the number of bets lamp 2f is lit. As a result, the number of game medals corresponding to the set bet number is added to the number of game medals stored and displayed in the game medal number display device 7, and then by pressing the counting button 2c, the bet number can be returned together with the number of game medals.
[0019] 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. 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. Furthermore, when the counting button 2c is operated, the settlement button 2d can be operated (the return operation) before the counting operation. This allows the player to reliably return the bet medals to the number of game medals by simply performing the counting operation, and then output (count) the number of game medals to the dedicated unit 19.
[0020] The bet number lamp 2f is a notification means that notifies the player that the bet number has been set and the bet number (1 to 3 bets) by lighting an LED before the start of a game. The sub-control unit 20 controls the lighting of one lamp (for example, the "1 BET" lamp shown in Figure 1) when the bet number is set to "1", two lamps (for example, the "1 BET" and "2 BET" lamps shown in Figure 1) when the bet number is set to "2", and three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in Figure 1) when the bet number is set to "3". That is, the bet number lamp 2f is a bet number display means, and displays the bet number (game value) set as a bet number in a game at least before the start of a game. When the sub-controller 20 detects the start of a game (operation of the start lever 3), it controls to turn off the bet number lamp 2f. Furthermore, when the sub-controller 20 detects that game medals corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the number of bets lamp 2f. That is, the bet number lamp 2f lights up when the bet number is set, and goes out when a gaming medal is inserted.
[0021] The probability setting device 16 can change the probability (winning probability) of transitioning to a game state (e.g., AT) that is advantageous to the player in multiple stages (e.g., six stages), and can change the degree of advantage for the player in multiple stages. The main control unit 10 stores one of the set values in the memory unit based on the probability setting operation of the probability setting device 16 by the gaming parlor staff, and controls various winning probabilities based on the stored set value. For example, setting 1 is the lowest winning probability, and the higher the number, the higher the winning probability.
[0022] The dedicated unit 19 is a lending device that lends out game medals. The dedicated unit 19 is provided outside the medal-less gaming machine 1, and is connected to the medal-less gaming machine 1 via a connection terminal board so as to be able to communicate data with the medal-less gaming machine 1. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs to the medalless gaming machine 1 lending data that can identify the number of gaming medals to be lent. In the medalless gaming machine 1, the main control unit 10 determines the number of gaming medals to be lent based on the inputted lending data, and adds the number of lent medals to the number of gaming medals stored and displayed in the gaming medal number display device 7.
[0023] The dedicated unit 19 also serves as a return device for returning game medals. Specifically, the medal-less gaming machine 1 outputs count data that can identify the counted number of gaming medals to the dedicated unit 19 based on the operation of the count button 2c. When the dedicated unit 19 receives the count data output from the medal-less gaming machine 1, it manages the counted number of gaming medals identified based on the count data as the number of possessed medals. The dedicated unit 19 includes a card unit (not shown), and the card unit (not shown) can store (record) the number of medals held in an IC card. The IC card can be ejected from the card unit by performing a return operation (pressing the return button). The ejected IC card can be handed over to a prize exchange corner set up in the game center to exchange the number of medals held for a prize, or inserted into the card unit of another dedicated unit 19 to play again using the number of medals held. The dedicated unit 19 and the game medal number display device 7 are linked together, and if the number of game medals stored and displayed in the game medal number display device 7 is at least "1" or more, the IC card cannot be discharged by the return operation, and the IC card can be discharged by the return operation only when the number of game medals is "0". In other words, the player cannot obtain the IC card until all the game medals have been counted. This prevents the player from forgetting to return any remaining game medals.
[0024] The dedicated unit 19 can be connected to a computer called a hall computer or a management device via a relay device or directly, and is capable of outputting game information such as out and safe, as well as sales information, to the computer. This allows the computer to tally up the number of outs, safes, prize balls, etc. for each gaming machine, and calculate error balls using this gaming information.
[0025] In addition, the dedicated unit 19 can be connected via a relay device or directly to a call device (not shown) that is equipped with a call button that a player operates to call an attendant (store clerk) and a call lamp that notifies that an attendant has been called, and is capable of outputting game information such as game execution information and AT occurrence information received from the medalless gaming machine 1 to the call device.
[0026] A game in the medal-less gaming machine 1 (also called medal-less game) will be described with reference to the flowchart of FIG. The game start process is executed (S1). In the game start process, first, the medalless gaming machine 1 inputs the lending data output from the dedicated unit 19. Specifically, when a player performs a game medal lending operation on the dedicated unit 19, lending data that can identify the number of medals to be lent is output from the dedicated unit 19, and the medalless gaming machine 1 inputs this lending data. When the lending data is input into the medalless gaming machine 1, the main control unit 10 determines the number of lending medals based on the lending data, and stores and displays the number of gaming medals corresponding to the number of lending medals in the gaming medal number display device 7. When the "number of loaned medals" is "100", the initial number of medals displayed on the medal number display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, next, game medals are inserted in response to an operation by the player. Specifically, the bet number is set as the number of game medals to be used in one game in response to the operation of the bet button 2a or the MAX bet button 2b. When the number of game medals displayed on the game medal number display device 7 is "100" and the number of bets is set to "3", the main control unit 10 updates the number of game medals stored and displayed on the game medal number display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet number lamp 2f. When the number of bets (for example, 3 bets) is set as the number of game medals to be used in one game, the game is ready to start, and operation of the start lever 3 is enabled.
[0027] A lottery process is executed (S2). When the start lever 3 is tilted in the game start state, the game starts, and the main control unit 10 executes an internal lottery process to determine the winning combination for the current game from among a plurality of winning combinations. In response to the tilting operation of the start lever 3, the sub-controller 20 controls to turn off the bet number lamp 2f. When the bet number lamp 2f goes out, it indicates that the number of game medals inserted (betted) has been used.
[0028] 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.
[0029] 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.
[0030] 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. 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. In addition, in this embodiment, the winning decision is made based on the combination of symbols that stop on the middle line, with only the middle line being considered as the valid line out of the total five lines: the top, middle, and bottom lines, the line that slopes downward to the right, and the line that slopes upward to the right. The number of winning lines used to determine winning is not limited to one line, but can be changed as appropriate depending on the arrangement of symbols, the type of symbols, the combination of symbols corresponding to the winning combination, and the like.
[0031] A payout process is executed (S6). When it is determined that a specific small winning combination has been won, a process of paying out a corresponding number of game medals (hereinafter, simply referred to as paying out medals) is executed. For example, when the main control unit 10 determines that a 10-coin payout role has been won, it adds the payout number "10" to the number of game medals stored and displayed in the game medal number display device 7.
[0032] The game end process is executed (S7). In the game end process, a counting process of game medals is executed. Specifically, when the player operates the count button 2c, the main control unit 10 counts the number of game medals stored and displayed in the game medal number display device 7. More specifically, when the count button 2c is pressed for a short time, the counted amount "1" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is pressed and held, the maximum count number "50" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. If the count button 2c is pressed and held down continuously, the maximum count number "50" is continuously subtracted from the number of game medals stored and displayed in the game medal number display device 7. As a result, count data that can identify the counted number is output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted medals based on the input count data as the number of medals held. In the dedicated unit 19, in response to a return operation, the number of medals held is stored in the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can be dispensed only when the number of game medals stored and displayed on the game medal number display device 7 is "0". Therefore, the player needs to operate the count button 2c to execute the counting process until the number of game medals displayed on the game medal number display device 7 becomes "0". The player can play again or exchange the prize based on the dispensed IC card. To play again, instead of inserting cash at S1, an IC card is inserted into the card unit. As a result, the game start process (S1) can be executed in response to the lending operation or the like in the dedicated unit 19, and then the lottery process (S2) to the payout process (S6) can be executed.
[0033] 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.
[0034] (Winning combination and corresponding symbols) Next, each winning combination and the corresponding symbol combination will be described. The winning combination includes, for example, a small combination, a replay combination, a bonus combination, and the like. Small roles include, for example, bell role, watermelon role, cherry role, chance role, and one-piece role. There are two types of bell roles: push order bell roles and common bell roles. There are two types of cherry roles: weak cherry roles and strong cherry roles. There are two types of 1-piece roles: 1-piece role A and 1-piece role B. In the following explanation, the cherry role, watermelon role, chance role, and common bell role are collectively referred to as "rare role." In addition, the rare roles are set as "weak rare roles" for weak cherry roles, watermelon roles and common bell roles, which have a relatively high probability of winning, and "strong rare roles" for strong cherry roles and chance roles, which have a relatively low probability of winning.
[0035] Among the bell roles, the push order bell role is a winning role in which a combination of symbols is achieved by following the operation sequence (called the push order) of the stop button 5, and in this embodiment, ten push order bell roles A1 to A6, B3 to B6 are provided. In the following explanation, the push order bell roles A1 to A6, B3 to B6 are collectively referred to simply as the push order bell role. The push order bell roles A1 to A6 are designed so that when the stop buttons 5a to 5c are operated in one of six possible push orders (the correct push order), the corresponding combination of symbols ("Bell Bell Bell") is displayed in a stopped state, and when the stop button 5 is operated in one of the other five possible push orders (the incorrect push order), the corresponding combination of symbols is not displayed in a stopped state. Specifically, the correct button press order for the push order bell role A1 is set to "5a → 5b → 5c" (left → center → right: 1st push left), the correct button press order for the push order bell role A2 is set to "5a → 5c → 5b" (left → right → center: 1st push left), the correct button press order for the push order bell role A3 is set to "5b → 5a → 5c" (center → left → right: 1st push center), the correct button press order for the push order bell role A4 is set to "5b → 5c → 5a" (center → right → left: 1st push center), the correct button press order for the push order bell role A5 is set to "5c → 5a → 5b" (right → left → center: 1st push right), and the correct button press order for the push order bell role A6 is set to "5c → 5b → 5a" (right → center → left: 1st push right).
[0036] The push order bell roles B3 to B6 are such that when the stop buttons 5a to 5c are operated in one of six possible push orders (correct push order), the corresponding combination of symbols is displayed in a stopped state, and when the stop button 5 is operated in one of the other five possible push orders (incorrect push order), the corresponding combination of symbols is not displayed in a stopped state. Specifically, for the push order bell role B3, the correct push order is set to "5b → 5a → 5c" (center → left → right: 1st push of center), for the push order bell role B4, the correct push order is set to "5b → 5c → 5a" (center → right → left: 1st push of center), for the push order bell role B5, the correct push order is set to "5c → 5a → 5b" (right → left → center: 1st push of right), and for the push order bell role B6, the correct push order is set to "5c → 5b → 5a" (right → center → left: 1st push of right).
[0037] Other combinations of symbols that may appear due to an incorrect button press sequence include a button press bell spill and a miss. If the stop buttons 5a to 5c are operated in an incorrect pressing order, and the combination of symbols corresponding to the push order bell spill number cannot be stopped, a spill occurs and a missing number (such as "replay cherry bell") is displayed. If a combination of symbols corresponding to the push order bell spill number is stopped, one medal is awarded, and if a combination of symbols corresponding to a losing number is stopped, no medal is awarded. In addition, as a combination of other symbols that are displayed in a stopped state due to an incorrect button press sequence, only button press bell spill symbols may be provided, and no losing symbols may be provided.
[0038] The common bell role is a winning role in which the corresponding symbol combination ("bell, replay, bell") stops and displays regardless of the order in which the stop buttons 5 are pressed.
[0039] Furthermore, the medal-less gaming machine 1 according to this embodiment can generate an AT (assist time) as a gaming state related to the push order bell role. AT is a state in which, in a game in which the push order bell role 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. That is, the main control unit 10 and the sub-control unit 20 execute control to notify information regarding the stop operation for deriving the combination of symbols in a game in which the push order bell role is obtained as a result of the internal lottery process. Therefore, when an AT occurs, a player can easily acquire medals, and during an AT, the balls are dispensed at a faster speed than during non-AT periods.
[0040] For example, when the push order bell role A1 is won, the push order consisting of the text information "1," "2," and "3" is displayed on the display 8 in order from left to right, the sounds "left," "center," and "right" are output from the speaker 9, and the navigation lamps 12 light up in the order 12a (left), 12b (center), and 12c (right), thereby announcing the order in which to press the stop button 5. In addition, the navigation of the button press order using output means and notification means such as the display 8, lamp 11, navigation lamp 12, speaker 9, etc. is also called ``button press order navigation.'' In non-AT, even if the winning result of the internal lottery process is a push order bell role, the order in which to press the stop buttons 5 is not announced. Therefore, unless the order in which the player operates the stop buttons 5 coincides with the order in which the player presses the stop buttons 5 that corresponds to the winning push order bell role, the player basically cannot stop and display the combination of symbols that corresponds to the winning push order bell role. Therefore, the playability of the 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.
[0041] In each game state according to this embodiment, which will be described later, the frequency of occurrence of the push order navigation is controlled to change. Specifically, in a game state controlled by non-AT (for example, a non-advantageous state, a normal game state, a CZ state, a higher CZ state, or an ST state), push order navigation is not executed when push order bell role A and push order bell role B are won. In addition, in a game state controlled by AT (for example, pseudo bonus state, ending state), push order navigation is executed when push order bell role A and push order bell role B are won. As a result, in a gaming state controlled by the AT, the number of medals that can be acquired per game is controlled to be large (the net increase in medals is large). In addition, without being limited to this, in a game state controlled by a non-AT, push order navigation may be executed in some cases when push order bell role A and / or push order bell role B are won (partial AT), and in a game state controlled by an AT, push order navigation may be executed with a predetermined probability (other than 100%) when push order bell role B is won (partial AT).
[0042] The cherry role is a minor role in which the corresponding symbol combination is "cherry-ANY-ANY," and there are two types: a weak cherry role in which the "cherry" symbol stops on the top or bottom row of the left reel 41a, and a strong cherry role in which the "cherry" symbol stops on the middle row of the left reel 41a. The watermelon role is a minor role where the combination of corresponding symbols is "watermelon, watermelon, watermelon."
[0043] The 1-piece role is provided with 1-piece role A and 1-piece role B, and is a winning role in which the combination of symbols differs depending on the order in which the stop button 5 is pressed. In the following explanation, 1-piece role A and 1-piece role B are collectively referred to simply as 1-piece role. For a one-piece winning combination, a specific combination of symbols can be displayed by pressing the stop buttons 5a to 5c in two of the six possible pressing sequences (specific pressing sequences), and when the stop button 5 is pressed in one of the other four possible pressing sequences, a different combination of symbols can be displayed. Specifically, for 1-coin role A, the specific push orders are set to "5b → 5a → 5c" (center → left → right: 1st push of center) and "5b → 5c → 5a" (center → right → left: 1st push of center), and for 1-coin role B, the specific push orders are set to "5c → 5a → 5b" (right → left → center: 1st push of right) and "5c → 5b → 5a" (right → center → left: 1st push of right).
[0044] In addition, when 1-piece role B is won, a specific symbol combination of "7, Replay, Bell" can be displayed. Specifically, by pressing the right reel 1ST and pressing the "7" symbol on the left reel 41a, the specific symbol combination can be displayed. For example, at the timing when a specific combination of symbols can be stopped (when 1-piece role B is won), an image is displayed to encourage the operation to stop the "7" symbol (for example, "Aim for 7!") and a push order navigation to encourage reverse pushes is displayed (see Figure 18(b)).
[0045] For the replay role, a combination of symbols will line up regardless of the order in which you press the buttons, and the combination of symbols "replay replay replay" will stop and be displayed on the winning line. In addition, rare roles (other than the common bell role) require a stopping operation (so-called eye-pressing operation) aimed at the symbol corresponding to the winning combination on a specific reel, and even if a win is made and pull-in stop control is performed, the corresponding symbol combination does not necessarily stop. If the player makes a mistake in pressing the buttons and is unable to stop the corresponding combination of symbols, a miss occurs and one medal is awarded.
[0046] The bonus role is a role in which the corresponding symbol combination is "BAR·BAR·BAR", and when the corresponding symbol combination is achieved by operating the stop button 5, the game state is shifted to the bonus state. The right to win a bonus role can be carried over to the winning game and subsequent games as long as the corresponding symbol combination does not stop (a bonus role is won). Therefore, the bonus winning state is maintained until the corresponding symbol combination stops and the bonus role is won (hereinafter, this state is referred to as the "bonus winning state"). In a normal game, the bonus role is played during the bonus winning state for most of the time. On the other hand, when a bonus role is won and the symbol combination corresponding to the bonus role is displayed (the bonus role is won), the player transitions to a bonus state, and after the bonus state ends, the player enters a non-carry-over state in which the right to win the bonus role is not carried over (hereinafter, this state will be referred to as the "non-bonus winning state").
[0047] In addition, the bonus combination is won at a predetermined probability when the replay combination is won. When a bonus combination is won in combination with a replay combination, the main control unit 10 controls the reels with the lowest priority for the symbol combination corresponding to the bonus combination. Therefore, in a game in which a bonus role and a replay role are overlapping and winning, the symbol combination corresponding to the bonus role cannot be stopped, and the symbol combination corresponding to the replay role will be stopped, and the bonus winning state will continue (be carried over) in subsequent games. Therefore, in this embodiment, most of the games will be played in the bonus winning state. However, this is not limiting, and the bonus combination may be won by itself.
[0048] Based on the combination of symbols as described above, it is determined whether or not a small win, a replay win, or a bonus win has been won. If it is determined that a win has been won, a game value is awarded (medals are paid out) as shown in Figure 5. That is, the main control unit 10 has a game value awarding means for awarding a game value (medals) according to the stopping mode of the symbols. For example, when the corresponding symbol combinations A1 to A6 are displayed in a stopped state, 8 medals are paid out, and when the corresponding symbol combinations B3 to B6 are displayed in a stopped state, 15 medals are paid out. In addition, when a combination of symbols corresponding to the common bell role stops, 15 medals will be paid out. In addition, the probability of winning the push order bell role is set so that the number of medals held by the player increases during the pseudo bonus state.
[0049] When the symbol combination corresponding to the watermelon role is stopped, six medals are paid out, and when the symbol combination corresponding to each of the winning roles of weak cherry role, strong cherry role, chance role, 1-piece role A and 1-piece role B is stopped, one medal is paid out respectively. It is assumed that a single medal is paid out for the 1 medal role regardless of the operation timing of the stop buttons 5a to 5c, but this is not limiting, and medals may not be paid out for the 1 medal role A and / or the 1 medal role B. For example, for the 1 medal role A, if an operation other than the first press of the center is performed, a miss occurs, and for the 1 medal role B, if an operation other than the first press of the right is performed, a miss occurs and no medal is awarded. Furthermore, by the stop display of a combination of symbols corresponding to a replay role, the player can play again in the next game without inserting a medal. Furthermore, if a combination of symbols corresponding to a bonus role is stopped, no medals will be paid out.
[0050] The number of medals paid out when a combination of symbols corresponding to each winning combination is stopped and displayed may be other than the above numbers. In addition, the combination of symbols corresponding to each winning role may be other than those described above, and may be composed of symbols that require a button press operation, or may be composed of symbols that do not require a button press operation. Furthermore, in this embodiment, it is assumed that the number of medals paid out is the same regardless of the number of bets, but the number of medals paid out may be varied depending on the number of bets.
[0051] (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. The "output of specific information" may be, for example, a display such as "Push left recommended" on the display 8, output of a prohibition sound from the speaker 9, or a change in the lighting state of the lamp 11. Also, as mentioned above, in a game state controlled by non-AT, in principle, the push order navigation is not executed in a game in which the push order bell role is won. Furthermore, in a game in which such push order navigation is not implemented, if a player actively presses buttons in an irregular sequence, the frequency of accidentally winning the winning combination corresponding to the irregular button press (push order bell combination B3 to B6) will increase, and 15 medals will be paid out, which will affect the gaming performance such as the payout rate expected by the medalless gaming machine 1. Therefore, in the medal-less gaming machine 1 of this embodiment, in the case of a game in which push order navigation is not being performed, a warning message such as "Pushing left is recommended" is displayed on the display 8, thereby preventing active irregular pressing and preventing the unexpected payout of 15 medals. Furthermore, when irregular button presses are made, a penalty may be imposed, such as not executing a bonus lottery or not awarding game points in the game. In addition, if irregular button presses are performed during AT, no penalty may be imposed.
[0052] (Winning probability of each role) Next, the winning probability of each winning combination will be explained with reference to FIG. FIG. 6 shows an internal lottery table used to draw winning combinations in the bonus winning state among the bonus-related states (bonus non-winning state, bonus winning state, bonus state). The internal lottery table indicates the range (number) of random numbers acquired in the internal lottery process by the main control unit 10 to be 65536, and the number of winning values (wins) among them. 6 shows the winning probability of each winning combination in a 3-bet game, and shows the case where the setting values set by the probability setting device 16 are common to all settings 1 to 6.
[0053] As shown in Figure 6, when a bonus is won, the probability of winning each role is set as follows: Push Order Bell Role A > Push Order Bell Role B > Replay Role > 1-Coin Role A > 1-Coin Role B > Weak Cherry Role > Watermelon Role > Common Bell Role, Chance Role > Strong Cherry Role. 6 are values in the bonus winning state, but the winning probabilities are the same in the non-bonus winning state and the bonus state. However, in the non-bonus winning state, when a replay role is won, a bonus role is also won at the same time.
[0054] The relationship between the winning probabilities of each role may be other than that shown in FIG. In addition, it is assumed that the winning probability is the same for all set values, but this is not limited to this, and there may be winning roles whose winning probability varies depending on the set value and winning roles whose winning probability does not vary depending on the set value. For example, the higher the setting of some rare roles, the higher the probability of winning, or the lower the setting, the higher the probability of winning a rare role. In addition, 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, although the winning probability of each role in a 3-bet game is assumed, it may be the winning probability of each role in a game other than a 3-bet game. Furthermore, although no losing role (miss) is provided for the winning role, it may be provided.
[0055] (Normal section, advantageous section) The main control unit 10 is provided with 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 role is not executed, and it starts when the next game starts after the advantageous zone ends, and ends when the conditions for transitioning to the advantageous zone are met. In addition, in the initial state (when reset) of the main control unit 10, control is performed in the normal section. In this embodiment, the condition for transitioning to the advantageous zone is met when a role other than a 1-coin role is won in the internal lottery process, and after the third reel of the winning game is stopped, the transition from the normal zone to the advantageous zone occurs. In addition, in this embodiment, the non-advantageous state is a gaming state in which the non-advantageous state is controlled to the normal interval.
[0056] 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 that is advantageous to the player as the number of medals increases, and the advantageous zone may be continued if the advantageous gaming state continues.
[0057] The advantageous zone is a game zone in which push order navigation related to the push order bell role can be executed, and is a game zone that is more advantageous to the player than the normal zone because push order navigation is executed. In addition, the advantageous zone ends when the advantageous zone termination condition is met after the advantageous zone transition condition is met in the normal zone. The condition for ending the advantageous zone may be, for example, when the medal-less gaming machine 1 (main control unit 10) is reset (including when the settings are changed). In addition to this, the condition for ending the advantageous zone may be that the advantageous zone limiter is reached. The medal-less gaming machine 1 is provided with a limiter function (advantageous zone limiter) for limiting the number of medals that a player can acquire. For example, the advantageous zone limiter is one that meets the condition that "the number of medals won during one advantageous zone (the difference in number of medals (number of medals inserted - number of medals paid out)) reaches the upper limit (for example, +2400 medals)." Therefore, the advantageous zone limiter will be activated when the difference in the number of coins in one advantageous zone reaches the upper limit number. The condition for the upper limit number of coins may be that "the number of coins acquired during one advantageous period (net increase in number of coins (so-called MY)) reaches the upper limit number of coins (for example, 2,400 coins)."
[0058] The above conditions for ending the advantageous period are just examples, and for example, in this embodiment, it is assumed that the advantageous period will continue when the ST state ends, but this is not limited to this, and the conditions for ending the advantageous period may be met at a part of the end of the ST state, or whether or not to end the advantageous period may be decided by lottery depending on the difference in the number of coins at the end of the ST state. 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.
[0059] In addition, the conditions for ending the advantageous zone 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." 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.
[0060] 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 (for example, the probability state, the number of consecutive wins of small roles, and the history of winning roles) 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.
[0061] In addition, a favorable zone lamp may be provided that can light up to indicate that the vehicle is in a favorable zone, and the main control unit 10 may control the lighting. Furthermore, if an advantageous zone lamp is provided, it may be set to light up during the advantageous zone and during a game state in which the number of medals increases (for example, a pseudo-bonus state).
[0062] In addition, the medal-less gaming machine 1 of this embodiment is provided with a so-called complete function (also simply called complete) that limits the number of medals (net increase) that the player actually acquires from the time the medal-less gaming machine 1 is turned on until it is turned off, as a function for limiting the number of medals that the player acquires. Specifically, when the net increase in the number of coins (MY) from when the medal-less gaming machine 1 is turned on until it is turned off reaches a predetermined number (the complete value of +19,000 coins), the machine enters a state where the game cannot be played, and the machine enters a game stop state where the game cannot be played thereafter. Therefore, the number of medals that a player can acquire while the gaming facility is open is limited. Furthermore, even if the difference in the number of medals during one advantageous zone during operation of the amusement facility is an extremely small value, and the player is able to win an extremely large number of medals before the advantageous zone limiter function is activated, the complete function will be activated before the advantageous zone limiter function is activated, and it is possible to prevent the amusement facility from suffering an extremely large disadvantage even if the difference in the number of medals is an extremely small value.
[0063] (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 Pseudo bonus difference counter (hereinafter referred to as counter C)...Counter value of the number of coins won (difference) during the pseudo bonus state
[0064] Counter B is a counter related to the advantageous zone limiter. When the game transitions from the normal zone to the advantageous zone, the main control unit 10 starts counting the number of games played during the advantageous zone (counter A) and the number of medals won during the advantageous zone (counter B), and when the value indicated by counter B reaches a specific value (+2400 medals), the advantageous zone is forcibly ended. The values of counter A and counter B are initialized (cleared to zero) when the advantageous period ends.
[0065] Counter B is a counter that allows the main control unit 10 to monitor the difference between the number of medals consumed by a player in one advantageous zone (entered as the number of bets) and the number of medals paid out (awarded), and is capable of counting the difference (difference in game value) between the number of medals consumed and the number of medals paid out. Furthermore, unless counter B is initialized, it will continue to count even if the total number of medals consumed in playing the game becomes greater than the total number of medals paid out as a result of the game.
[0066] This makes it possible to count the number of medals consumed (the number of medals lost by the player) even if the player does not actually win any medals during the advantageous zone and only consumes medals. That is, the main control unit 10 can count the value of the counter B even when the number of game values (medals) consumed in the advantageous zone is greater than the number of game values (medals) awarded in the advantageous zone.
[0067] Counter C is a counter capable of counting the number of medals acquired during the pseudo bonus state. The main control unit 10 starts counting when the state shifts to the pseudo bonus state, and ends counting when the end value (for example, "0") is reached. Specifically, during one pseudo-bonus state, the difference between the number of medals consumed (entered as the number of bets) when playing the game and the number of medals paid out (awarded) is monitored, and the difference between the number of medals consumed and the number of medals paid out is counted.
[0068] The value of the counter C is initialized when the pseudo bonus state ends, and the initial difference number is set as the initial value when the pseudo bonus state starts. In other words, the main control unit 10 operates as a regulating means, and can regulate a variable value that may fluctuate depending on the progress of the game when the pseudo bonus state starts. The initial difference in number of coins that is determined at the start of the pseudo-bonus state varies depending on the game situation. Details will be explained later, but when the pseudo-bonus state is first entered, the initial difference in number of coins is determined by lottery (initial difference lottery), and when the pseudo-bonus state is repeated (from the second time onwards), the initial difference in number of coins that is equal to or greater than the number of coins that were won during the previous pseudo-bonus state is automatically determined.
[0069] 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.
[0070] (Details of each game state) Next, with reference to FIG. 7, each gaming state of the medal-less gaming machine 1 according to this embodiment and transitions between each gaming state will be described. The main control unit 10 can independently control the lottery state of the internal lottery process (each state related to a bonus), the transition control between the normal zone and the advantageous zone, and the transition control between game states. Unless otherwise specified below, the timing of transition from each game state to another game state is basically after the third reel is stopped in the game in which the transition condition is met (or after the medals have been paid out). However, this is not limited to this, and transition may occur from the next game after the transition condition is met.
[0071] As shown in Figure 7, play on the medalless gaming machine 1 of this embodiment is carried out in multiple gaming states, such as a non-advantageous state, a normal gaming state, a CZ state, a higher CZ state, a pseudo bonus state, an ST state, and an ending state. The main control unit 10 operates as a game state control means (control means) and is capable of controlling a transition from one game state (state) to another game state (state) based on the establishment of a predetermined transition condition. In a gaming state controlled by a non-AT (especially a normal gaming state), the longer the player stays in the state, the longer the period during which it is difficult for the player to increase their medals, which is disadvantageous for the player. On the other hand, in a gaming state controlled by an AT (especially a pseudo-bonus state), medals tend to increase as the player continues playing, which is advantageous for the player. Therefore, players aim to transition from the normal game state to the pseudo-bonus state, and then in the ST state that is entered after the pseudo-bonus state ends, they hope to transition back to the pseudo-bonus state, and they play with the aim of repeatedly executing the pseudo-bonus state (playing consecutive games).
[0072] (Unfavorable situation) The non-advantageous state is a gaming state controlled in the normal zone (non-advantageous zone), and is entered when the medal-less gaming machine 1 is reset, when the set value is changed (including re-entering the set value), or when the advantageous zone ends. For example, it is entered after the ending state ends. In a non-advantageous state, when the conditions for transitioning to the advantageous zone are met (when a role other than a 1-coin role is won), the main control unit 10 controls from the normal zone to the advantageous zone. In other words, during a game, the period of stay in the normal zone (non-advantageous state) is extremely short, and the player will stay almost entirely in the advantageous zone (a game state other than the non-advantageous state). In addition, in a non-advantageous state, it may be possible to make it impossible to distinguish from the outside that the game is being controlled in the normal zone. For example, on the display screen displayed on the display device 8, the same background image may be used during the normal zone and the advantageous zone. In addition, the non-advantageous state may be omitted, and the function of the non-advantageous state may be provided in the normal game state.
[0073] In a non-advantageous state, the next transition destination differs depending on the lottery state (each state related to the bonus) of the internal lottery process when the conditions for transition to the advantageous zone are met. Specifically, when the conditions for transition to the advantageous zone are met, the main control unit 10 executes a lottery for transition to the advantageous zone. The main control unit 10 determines the transition destination of the game state by lottery based on the lottery state and the winning combination of the current game by referring to the "lottery table for transition to the advantageous zone" (Fig. 8). For example, as shown in Figure 8(a), when controlled to a non-bonus winning state, if a role other than a rare role (other) is won, the normal game state is selected with a probability of 256 / 256, if a weak rare role is won, the normal game state is selected with a probability of 240 / 256 and the higher CZ state is selected with a probability of 16 / 256, and if a strong rare role is won, the normal game state is selected with a probability of 192 / 256 and the higher CZ state is selected with a probability of 64 / 256. Also, as shown in FIG. 8(b), when controlled to a bonus winning state, the higher CZ state is set to be selected regardless of the winning combination. In other words, when the medalless gaming machine 1 (main control unit 10) is reset and enters a non-bonus winning state, mainly when the gaming facility opens for business (first thing in the morning), it is extremely likely to transition to a normal gaming state when it enters a favorable zone, and after the opening of business (first thing in the morning) when it enters a bonus winning state, it is likely to transition to a higher CZ state when it enters a favorable zone. However, it is not limited to this, and in the bonus non-winning state, when the advantageous zone is shifted, the game may always shift to the normal game state. Also, in the bonus winning state, when the advantageous zone is shifted, the game may shift to a game state other than the high-rank CZ state. For example, when a combination other than a rare combination is won, the game may shift to the normal game state with a 50% probability.
[0074] In a non-advantageous state, if the normal game state is selected in the lottery at the time of transition to the advantageous zone, the main control unit 10 controls the game state to transition to the normal game state (arrow a in Figure 7), and if the higher CZ state is selected in the lottery at the time of transition to the advantageous zone, the main control unit 10 controls the game state to transition to the higher CZ state (arrow b in Figure 7).
[0075] In this way, in a non-advantageous state, the destination of the game state changes depending on the lottery state (each state related to the bonus) of the internal lottery process when the advantageous zone transition condition is met, resulting in the following effects. For example, if the advantageous zone limiter is reached due to consecutive wins in the pseudo-bonus state, the game state will transition from pseudo-bonus state to ending state to non-advantageous state. In this case, if the advantageous zone transition condition is met in the non-advantageous state, the game will transition to the higher CZ state, and if the transition lottery to the pseudo-bonus state is won in the higher CZ state, the game will transition (return) to the pseudo-bonus state again. This means that even if the pseudo-bonus state (ending state) ends, it is possible to return to the pseudo-bonus state again immediately afterwards via a higher CZ state, creating a situation where a large amount of balls can be won across multiple advantageous zones, giving players a sense of anticipation. In addition, after the start of a new favorable zone, the counter related to the favorable zone limiter (value of counter B) is reset, so if you win the lottery to transition to the pseudo-bonus state while in the higher CZ state, you can ensure a sufficient stay period. Furthermore, if the bonus is not won in a non-advantageous state, and the conditions for transitioning to the advantageous zone are met, the game is controlled to the normal gaming state, so transitioning to the pseudo-bonus state can be avoided immediately after a setting change process, etc. (first thing in the morning, etc.) This makes it possible to prevent the player from being in a significantly advantageous situation, and to prevent excessive stimulation of the player's gambling spirit.
[0076] (Normal gameplay state) The normal game state is controlled by non-AT and is a game state that is disadvantageous to the player, so the player will play while hoping to transition to a game state that is advantageous to the player as soon as possible. The normal game state may be entered after the end of a non-advantageous state, a higher CZ state, a CZ state, or an ST state.
[0077] In normal game mode, a lottery to transition to the CZ state is held based on the winning role of the current game. Specifically, the main control unit 10 refers to the "CZ state lottery table" (Figure 9) to conduct a lottery based on the winning role of the current game, the number of consecutive non-winning CZ state transition lotteries (hereinafter referred to as the CZ skip count), and the setting value set in the probability setting device 16. As shown in Figure 9(a), for example, if the number of CZ passes is less than three and settings 1 to 3 are set, if a role other than a rare role (other) is won, the probability of not winning is 256 / 256, if a weak rare role is won, the probability of winning is 32 / 256, and if a strong rare role is won, the probability of winning is 64 / 256. Also, as shown in Figure 9(b), for example, if the number of CZ passes is less than three and settings 4 to 6 are set, if a role other than a rare role (other) is won, the probability of not winning is 256 / 256, if a weak rare role is won, the probability of winning is 48 / 256, and if a strong rare role is won, the probability of winning is 80 / 256. Also, as shown in Figure 9(c), for example, if the number of CZ passes is three or more, if a role other than a rare role (other) is won, the probability of winning is 1 / 256, if a weak rare role is won, the probability of winning is 128 / 256, and if a strong rare role is won, the probability of winning is 192 / 256. When a CZ state transition lottery is held, for example, a presentation to increase anticipation for the transition to the CZ state is executed on the display 8. The presentation may be any presentation that allows the player to recognize that the presentation content has changed and increases anticipation.
[0078] In this way, the more times the CZ is passed, the higher the probability of winning, so attention can be drawn to the number of consecutive non-wins in the CZ state, which can increase the player's sense of anticipation. Furthermore, the probability of winning increases when a combination with a low probability of winning is won, so it is possible to increase the player's sense of expectation. However, without being limited to this, the CZ state transition lottery may be conducted based on the winning role of the current game and the set value, excluding the condition of the number of CZ passes. Also, it may be set so that if a specific combination (for example, a strong cherry combination) is won, the bonus is guaranteed to be won. In addition, it is assumed that the number of CZ passes will be reset (to 0) when a pseudo-bonus state is entered or when the advantageous zone limiter is reached, but this is not limited to this, and it may also be set not to be reset when a pseudo-bonus state is entered.
[0079] If the player wins the CZ state transition lottery during normal gaming, the main control unit 10 will grant the player the right to transition to the CZ state as a special privilege. Then, the main control unit 10 controls the transition to the CZ state from the next game (arrow c in FIG. 7). In addition, when transitioning to the CZ state, it may be configured to transition after the execution of a predetermined number of games (for example, 5 games) of premonition effects. The premonition effects may be any effect that allows the player to recognize that the presentation content has changed and increases the sense of anticipation. When transitioning to the CZ state after the premonition effect ends, if a rare role is won during the premonition effect, the player may be granted the right to transition to the CZ state further, or may be upgraded to a confirmed CZ state (a CZ state that transitions to a 100% pseudo-bonus state).
[0080] The normal game state can also be controlled as follows: For example, in the normal game state, a normal probability state in which the probability of transition to the CZ state is relatively low and a high probability state in which the probability is relatively high may be provided. The transition of the probability state may be controlled so that, for example, when a rare role is won, a transition (promotion) from the normal probability state to the high probability state occurs with a predetermined probability, and, for example, when a replay role is won, a transition (demotion) from the high probability state to the normal probability state occurs with a predetermined probability. Then, a CZ state transition lottery may be performed according to the probability state. In this case, the probability state may be referenced instead of or in addition to the number of CZ throughs. In addition, in the normal game state, by setting an upper limit (ceiling) on the number of CZ through times, when the ceiling is reached, it may be possible to transition to a pseudo bonus state. For example, if the upper limit (ceiling) is set to 5 times, the sixth CZ state may be a confirmed CZ state. In addition, in the normal game state, the push order navigation (such as 1 / 256 when the push order bell role A is won) may be executed with a lower probability than in other game states (such as the CZ state) that are not controlled by AT. In addition, the conditions for transitioning from the normal gaming state to another gaming state may be other than those described above. For example, a transition to the CZ state may be made when a predetermined number of games have been played during the normal gaming state. Also, during the normal gaming state, a lottery for transitioning to the pseudo-bonus state may be held for each game with a predetermined winning probability (e.g., 0.01%).
[0081] (CZ state) Although the CZ state is not an AT, it is an advantageous gaming state for players because a lottery is held to transition to a pseudo-bonus state, and it is positioned as a chance zone (CZ) in the flow of the game. The maximum number of games that can be played in the CZ state is 10+α games. The number of "+α" games will be explained later. The CZ state continues until the number of available plays has been exhausted (until the number of remaining games reaches "0"), and during this time, a game is played with the possibility of transitioning to a pseudo-bonus state.
[0082] In addition, in the CZ state, there is a low probability state in which the probability of transitioning to the pseudo bonus state is relatively low, and a high probability state in which the probability is relatively high. At the start of the pseudo bonus state, the probability state is controlled to be low, and the final game of the pseudo bonus state is controlled to be high. As shown in the "Pseudo Bonus State Lottery Table" described below, the transition of the probability state is controlled such that, for example, when a role other than a strong rare role is won, the player transitions (promotes) from a low probability state to a high probability state with a predetermined probability, and when a role other than a replay role or a rare role is won, the player transitions (demotes) from a high probability state to a low probability state with a predetermined probability. Also, when the game is controlled to a high probability state, the number of remaining games is not subtracted. In other words, in the CZ state, the number of games can be extended by the "+α" number of games controlled to the high probability state.
[0083] In the CZ state, a pseudo-bonus state lottery is held every game. Specifically, the main control unit 10 refers to the "pseudo bonus state lottery table" (FIG. 10) to perform a lottery based on the current probability state and the winning combination of the current game. For example, as shown in Figure 10(a), when controlled to a low probability state, if a role other than a replay role or a rare role (other) is won, the "high probability state" is selected with a probability of 1 / 256, if a replay role is won, the "high probability state" is selected with a probability of 256 / 256, if a weak rare role is won, the "high probability state" is selected with a probability of 192 / 256, the "pseudo bonus state" is set to be won with a probability of 64 / 256, and if a strong rare role is won, the "pseudo bonus state" is confirmed to be won. Also, as shown in Figure 10(b), when controlled to the high probability state, if a role other than the replay role or the rare role (other) is won, the "low probability state" is selected with a probability of 255 / 256, and the "pseudo bonus state" is won with a probability of 1 / 256. If a replay role, weak rare role, or strong rare role is won, the "pseudo bonus state" is confirmed to be won.
[0084] In this way, if you win a role with a low probability of winning, you have a higher probability of winning the "pseudo bonus state." Also, when the game is controlled to a high probability state, a transition to a pseudo-bonus state is confirmed by winning a replay or a rare role. In other words, during the CZ state, not only will a transition to the pseudo-bonus state be confirmed by a single win of a strong rare role, which has a low probability of winning, but a transition to the pseudo-bonus state will also be confirmed by two consecutive wins of a replay role, which has a relatively high probability of winning. Therefore, during the CZ state, attention can be drawn to the winning combination, which can increase the excitement of the game and the player's sense of anticipation.
[0085] If the "pseudo bonus state" is won in the pseudo bonus state lottery during the CZ state, the main control unit 10 will grant the right to transition to the pseudo bonus state as a bonus and control the transition to the pseudo bonus state from the next game (arrow e in Figure 7). Furthermore, if the result of the lottery is "pseudo bonus state x 2", the pseudo bonus state will continue for 1 game (after the pseudo bonus state ends, the pseudo bonus state will transition to the next game). On the other hand, if the pseudo bonus state is not won in the pseudo bonus state lottery, the main control unit 10 controls the next game to transition to the normal gaming state (arrow d in FIG. 7).
[0086] Next, referring to Figure 17, we will explain an example of a performance executed on the display device 8 during the CZ state. FIG. 17(a) shows an example of a screen display during a low probability state, and FIG. 17(b) shows an example of a screen display during a high probability state. As shown in FIG. 17(a), during the low probability state, for example, the number of remaining games 81 is displayed at the top of the screen of the display device 8, and text information 82 is displayed at the bottom of the screen. The text information 82 shows useful information about the game, and for example, information in the form of letters and symbols such as "Chance with small winning combination / rare winning combination" is displayed so as to scroll from right to left on the screen. An effect image is displayed in the center of the screen. The effect image is, for example, a predetermined character image (still image or video), and is displayed to notify the player that they have won a small or rare combination, or to heighten their sense of expectation for the transition to a pseudo-bonus state.
[0087] As shown in FIG. 17(b), during the high probability state, for example, text information 83 is displayed at the top of the screen of the display device 8, and text information 84 is displayed on both sides of the screen. The text information 83 is information indicating that the subtraction of the remaining number of games will be stopped (interrupted), and for example, "HOLD" is displayed. The text information 83 is displayed in the display area of the remaining number of games 81, so the remaining number of games 81 cannot be seen. In this way, by displaying "HOLD" in the display area of the remaining number of games 81, it is possible to inform the player that the subtraction of the remaining number of games has stopped. It should be noted that the display of "HOLD" is not the only option, and that the subtraction of the remaining number of games may be stopped by, for example, displaying the remaining number of games 81 in a different color (e.g., gray) than usual, or by displaying the remaining number of games 81 in a larger size than usual, etc. Furthermore, without being limited to this, a portion of the remaining number of games 81 may be displayed so as to be visible. The text information 84 is displayed by scrolling text information indicating a high probability state (for example, "High probability state!") from the top to the bottom of the screen. Note that the display format may not directly notify the player of the high probability state, but may be such that the player can predict it.
[0088] Also, in the CZ state, if the "pseudo bonus state" is won in the pseudo bonus state lottery, an initial difference number lottery will be held. The initial difference in number determined by the lottery is defined as the remaining difference in number of coins when the pseudo-bonus state is entered for the first time (first entry). Specifically, the main control unit 10 performs a lottery based on the setting value set in the probability setting device 16 by referring to the "initial difference number lottery table (CZ state)" (Figure 11). For example, as shown in FIG. 11, when setting 1 is set, "100" is selected with a probability of 195 / 256, "150" is selected with a probability of 32 / 256, "200" is selected with a probability of 16 / 256, "250" is selected with a probability of 8 / 256, and any of "300" to "500" is selected with a probability of 1 / 256. Although detailed explanation is omitted, when the setting value is set to settings 2 to 5, the lottery is also executed with the respective probabilities as shown in the figure. In this way, the higher the set value set in the probability setting device 16, the larger the difference in number of coins (initial difference in number of coins) that is selected.
[0089] Note that the initial difference number lottery in the CZ state is not limited to this, and for example, a fixed initial difference number (e.g., 100) may be specified in part or all. Also, by fixing the initial difference number (e.g., 100) only when "pseudo bonus state x 2" is won, it is possible to prevent the player from being in a significantly advantageous situation. Also, if there are remaining games in the CZ state when the pseudo bonus state is won, the initial difference in the pseudo bonus state may be added for the remaining number of games. For example, if a weak rare role is won, 20 may be added to the initial difference in the number of games, if a strong rare role is won, 50 may be added to the initial difference in the number of games, and if a role other than a rare role is won, 10 may be added to the initial difference in the number of games with a 30% probability.
[0090] (Higher CZ state) Although the upper CZ state is not an AT, it is positioned as a higher chance zone because it is easier to transition to a pseudo-bonus state than the CZ state. When the higher CZ state is entered, a specified number of games (for example, 5 games) is given as the number of remaining games, and the number of remaining games is subtracted as the game is played, continuing until the number of remaining games becomes "0". In other words, in the higher CZ state, players play in the hope of being granted the right to transition to the pseudo-bonus state before the number of remaining games reaches "0."
[0091] In the upper CZ state, a pseudo-bonus state lottery is held every game. Specifically, the main control unit 10 refers to the "pseudo bonus state lottery table" (FIG. 12) to perform a lottery based on the number of games and the winning combination of the current game. For example, as shown in Figure 12(a), in the first to fourth games, if a role other than a replay role or a rare role (other) is won, the "pseudo bonus state" is set to be won with a probability of 1 / 256, if a replay role is won, the "pseudo bonus state" is set to be won with a probability of 16 / 256, if a weak rare role is won, the "pseudo bonus state" is set to be won with a probability of 128 / 256, and if a strong rare role is won, the "pseudo bonus state" is set to be won. Also, as shown in Figure 12(b), in the final game (fifth game), if a role other than the replay role or the rare role (other) is won, the "pseudo bonus state" is set to be won with a probability of 1 / 256, and if a replay role, weak rare role, or strong rare role is won, the "pseudo bonus state" is set to be won for sure.
[0092] In this way, if you win a role with a low probability of winning, you have a higher probability of winning the "pseudo bonus state." Also, in the final game (5th game), a transition to the pseudo-bonus state is confirmed if a replay or rare role is won, so the probability of winning the "pseudo-bonus state" is higher than in games 1 to 4. Therefore, during the CZ state, attention can be drawn to the number of games played and the winning combination, which can increase the excitement of the game and the player's sense of expectation.
[0093] In addition, the pseudo-bonus state lottery will use the most advantageous lottery result among the five games. For example, if the lottery results during the higher CZ state (over 5 games) are 4 "non-wins" and 1 "pseudo bonus state" win, the "pseudo bonus state" will be adopted. Also, if the lottery results during the higher CZ state (over 5 games) are 3 "non-wins," 1 "pseudo bonus state" win, and 1 "pseudo bonus state x 3" win, the "pseudo bonus state x 3" will be adopted. It is assumed that the result adopted at the start of the fifth game is announced, but this is not limiting, and the lottery result may be announced for each of the first to fifth games. Also, during the higher CZ state, unlike during the CZ state (see Figure 17), the number of remaining games is not displayed on the display 8. This makes it possible to realize a tense gameplay even during a short stay in the higher CZ state by not clearly indicating how many games are remaining. Also, it is preferable that the background image, etc. on the display 8 for all five games be displayed in the same manner.
[0094] If the "pseudo bonus state" is won in the pseudo bonus state lottery for the higher CZ state, the main control unit 10 will grant the right to transition to the pseudo bonus state as a special privilege, and will control the transition to the pseudo bonus state after the higher CZ state ends (arrow f in Figure 7). Furthermore, if the result of the lottery is "pseudo bonus state x 3", the pseudo bonus state will be executed twice in a row with 1G consecutive wins. On the other hand, if the "pseudo bonus state" is not won in the pseudo bonus state lottery, the main control unit 10 controls the transition to the normal gaming state after the end of the higher CZ state (arrow g in FIG. 7).
[0095] Also, in the higher CZ state, if the "pseudo bonus state" is won in the pseudo bonus state lottery, an initial difference number lottery will be held. The initial difference in number determined by the lottery is defined as the remaining difference in number of coins when the pseudo-bonus state is entered for the first time (first entry). Specifically, the main control unit 10 performs a lottery based on the setting value set in the probability setting device 16 by referring to the "Initial Difference Number Lottery Table (Higher CZ State)" (Figure 13). For example, as shown in FIG. 13, when settings 1 to 3 are set, "500" is selected with a probability of 256 / 256, and when setting 4 is set, "456" is selected with a probability of 4 / 256, and "500" is selected with a probability of 252 / 256. Although detailed explanation is omitted, when the setting value is set to settings 5 and 6, the lottery is also executed with the respective probabilities as shown in the figure.
[0096] In this way, the initial difference number of sheets specified in the higher CZ state is more likely to specify a larger value than the initial difference number of sheets specified in the CZ state. This allows for variation in the initial difference in number of coins when the pseudo-bonus state is first entered depending on the type of CZ state that is passed through before the pseudo-bonus state, thereby increasing the excitement of the game and the player's sense of anticipation. Also, when the setting value set in the probability setting device 16 is a high setting value (setting 4 to 6), the initial difference number of "456" may be selected. This allows the player to guess the setting value from the selected initial difference in number of coins, which can also increase the excitement of the game and the player's sense of anticipation.
[0097] In addition, the initial difference number lottery in the higher CZ state is often executed after the advantageous zone is completed (reaching the advantageous zone limiter). Specifically, it is expected to be executed after transitioning in the order of pseudo bonus state → ending state → non-advantageous state → higher CZ state. In this case, since the pseudo bonus state before the transition to the ending state has been executed multiple times, it is highly likely that the number of coins that can be won in the pseudo bonus state has reached the upper limit (500 coins). Furthermore, in the lottery for the initial difference in number of coins in the higher CZ state, there is a high possibility that "500" coins will be selected as the initial difference in number of coins (see Figure 13), so the player can be made to recognize that the number of coins that can be won in the pseudo-bonus state before the transition to the ending state is carried over to the pseudo-bonus state that is entered immediately after the start of the new advantageous zone. This makes it possible to avoid the player feeling that the number of coins that can be won during the pseudo-bonus state has decreased due to the end of the advantageous period, thereby preventing a decline in interest. Furthermore, even if "456" is selected as the initial difference in number of coins, and the initial difference in number of coins is less than the number of coins (500 coins) that can be obtained in the pseudo-bonus state before the transition to the ending state, a high setting is confirmed, so it is possible to prevent a decrease in interest.
[0098] In addition, the initial difference number lottery in the higher CZ state is not limited to this, and a fixed initial difference number (for example, 500) may be specified. In addition, if the value is larger than the initial difference number in the CZ state, another fixed initial difference number (for example, 300) may be specified. In addition, the initial difference in number of coins may be set to a fixed number (for example, 300 coins) only when the "pseudo bonus state x 3" is won, thereby preventing the player from being in a significantly advantageous position. Also, if the initial difference in number of coins is fixed, for example, during the ending state, it may be announced that "Next higher CZ! If you can break through here, the initial difference in number of coins will be 500 coins!?" This makes it possible to suggest the initial difference in number of coins if you break through the next higher CZ state, and can increase the player's expectations.
[0099] (pseudo bonus state) The pseudo-bonus state is controlled by the AT, making it a gaming state in which it is extremely easy to win medals. The pseudo-bonus state is managed by the difference in the number of coins, and the game progresses as the remaining difference in the number of coins fluctuates (the value of counter C is subtracted or added) depending on the winning role of the current game, and continues until the remaining difference in the number of coins reaches the end value (for example, "0"). Then, in the pseudo bonus state, when the remaining difference number of coins reaches the end value, the main control unit 10 controls to transition to the ST state (arrow h in FIG. 7).
[0100] At the start of the pseudo bonus state, the initial difference in number of coins is defined as the remaining difference in number of coins. When entering the pseudo-bonus state for the first time, the initial difference in number of coins is determined by lottery (initial difference in number of coins lottery) in the game state (CZ state, higher CZ state) before entering the pseudo-bonus state. On the other hand, when the pseudo-bonus state is entered for the second or subsequent time due to a series of consecutive wins, the initial difference in number of coins is set to be greater than or equal to the number of coins won during the previous pseudo-bonus state. In this case, the initial difference in number of sheets can be calculated, for example, by the following formula. Initial difference (from the second time onwards) = "Initial difference in the previous pseudo bonus state" + "Additional difference in the previous pseudo bonus state" As can be seen from this formula, the initial difference in number of coins in the pseudo-bonus state from the second time onwards will be determined to be equal to or greater than the number of coins won during the previous pseudo-bonus state (``initial difference in number of coins in the previous pseudo-bonus state'' + ``additional difference in number of coins during the previous pseudo-bonus state'').
[0101] The initial difference in number of coins (from the second time onwards) can also be calculated using the following formula. Initial difference (from the second time onwards) = "Initial difference in the previous pseudo bonus state" + "Additional difference in the previous pseudo bonus state" + "Other additional difference" "Other additional difference in number of coins" is, for example, the additional difference in number of coins awarded during the previous ST state, or the additional difference in number of coins awarded when entering the current pseudo-bonus state. The "additional difference in number of coins awarded during the previous ST state" may be determined, for example, when a predetermined condition (for example, winning a rare role or successful technical intervention operation) is met during the ST state. The "additional difference awarded at the time of entering the current pseudo bonus state" may be determined, for example, by holding an addition lottery with a predetermined winning probability at the start of the pseudo bonus state. In this case, the lottery may be held every time the pseudo bonus state is entered, or may be held at the time of entering the even-numbered or odd-numbered pseudo bonus state if the pseudo bonus state is in a consecutive win. The details of the initial difference in number of coins will be described later.
[0102] In the pseudo bonus state, a lottery is held to add the remaining difference in the number of coins. If you win the bonus lottery, the bonus difference will be added to the remaining difference, and the duration of the current pseudo-bonus state will be extended by the amount of the bonus. In other words, winning the bonus lottery will increase the number of coins you can get during the current pseudo-bonus state. Furthermore, if an additional difference in number of coins is awarded in the additional lottery, as described above, not only is it added to the remaining difference in number of coins in the current pseudo-bonus state, but it is also added to the remaining difference in number of coins (initial difference in number of coins) in the next pseudo-bonus state. In other words, the added difference in number of coins awarded corresponds to the "additional difference in number of coins during the previous pseudo-bonus state" shown in the above formula, and is added to the initial difference in number of coins for the next pseudo-bonus state (from the second time onwards). In this way, in the current pseudo-bonus state, a special benefit for the next pseudo-bonus state can be granted (the number of coins that can be acquired can be added).
[0103] Specifically, the main control unit 10 operates as a determination means for the lottery to add the difference in number of coins, and by referring to the "lottery table for adding the difference in number of coins" (Figure 14), the difference in number of coins to be added is determined by lottery based on the winning role of the current game, and the result is stored in the RAM of the main control unit 10. For example, as shown in Figure 14, if you win 1-piece role B, there is a 245 / 256 probability of winning "10 pieces," a 10 / 256 probability of winning "20 pieces," and a 1 / 256 probability of winning "30 pieces + loop lottery." Although detailed explanation is omitted, when a weak rare role or a strong rare role is won, a lottery is also carried out with the respective probabilities as shown in the figure. Also, if you win 1-piece role B, you will be awarded an additional difference in number of coins if you successfully press the button (see Figure 18(b)). On the other hand, if you win a rare role, you will be awarded an additional difference in number of coins if you win. In this way, if a winning combination with a low probability of winning is won, a relatively large additional difference in number of coins is more likely to be selected. Therefore, during the pseudo bonus state, attention can be drawn to the winning combination, which can increase the excitement of the game and the player's sense of expectation.
[0104] "30 coins + loop lottery" is the value obtained by adding the additional difference of 30 coins and the additional difference awarded by the loop lottery. The loop lottery is repeatedly performed based on a predetermined loop rate (80%) until no winning occurs. Then, an additional coin difference is awarded, which is the product of the number of consecutive wins in the loop lottery (number of loop lottery wins) and the additional unit difference in coins (for example, 10 coins). Therefore, winning many times in the loop lottery is advantageous for the player. The loop rate is not limited to 80%, and can be any probability. The upper limit for "30 coins + loop lottery" is assumed to be, for example, 200 coins, but it may be any other value, or there may be no upper limit. In addition, an upper limit may be set on the number of times the loop lottery is won. Furthermore, the loop lottery may be set so that a winner is guaranteed to win once.
[0105] Next, with reference to FIG. 18, an example of a presentation executed on the display device 8 during the pseudo bonus state will be described. As shown in Figure 18, during the pseudo-bonus state, for example, the number of coins that can be won 85 and the number of coins won 86 are displayed in the upper left corner of the screen of the display 8, and a winning number meter 87 is displayed below them, and the total number of coins won 88 is displayed in the upper right corner of the screen. The number of coins that can be acquired, 85, is a value indicating the number of game values that can be acquired during this pseudo bonus state. The number of coins acquired 86 is a value indicating the number of game values acquired during the current pseudo bonus state, and indicates the number of game values acquired up to now out of the number of coins that can be acquired 85. Specifically, it is a value obtained by subtracting the value of the counter C from the number of coins that can be acquired 85. The number of coins acquired meter 87 is configured in a meter format, and initially indicates the minimum value, and increases as the game progresses, and can indicate the maximum value (maximum number of coins that can be acquired). Specifically, the meter increases in conjunction with the value of the number of coins that can be acquired 85. In addition, information (numbers, icons, colors, etc.) indicating numbers ranging from a minimum value (e.g., 0) to a maximum value (e.g., 500) may be displayed around the winning number meter 87 to indicate how much more difference in number of coins can be added. The total number of coins acquired 88 indicates the number of game values acquired from the initial entry into the pseudo-bonus state until the transition to the normal game state. In other words, it indicates the number of game values acquired in the pseudo-bonus state and the ST state until the end of the pseudo-bonus state is confirmed. An effect image is displayed in the center of the screen. The effect image is, for example, a predetermined image (still image or video) that notifies the player that a small role or rare role has been won, or an image that increases the player's expectations for winning the additional lottery is displayed. During the pseudo bonus state, the items are not limited to these, and for example, the remaining difference in number of coins (value of counter C) may be displayed.
[0106] When the 1-piece role B is won during the pseudo bonus state, the sub-controller 20 executes "Aim Navigation" on the display 8. For example, as shown in Figure 18(b), the "Aim Navigation" displays an image (e.g., "Aim for 7!") that prompts the player to stop the "7" symbol on the right reel 41c based on the operation of the start lever 3, and a push order navigation that prompts the player to press the buttons in the reverse order. Then, when the player performs the eye-pressing operation according to the navigation and the pattern corresponding to 1-piece role B (7, replay, bell) stops and is displayed, the player is awarded a special benefit (for example, an additional number of pieces). For example, as shown in FIG. 18(c), a notification is given that an additional difference of "20 coins" has been won, and "20" is added to the number of coins that can be won, 85 (100 coins → 120 coins). On the other hand, in a game in which "Aim Navi" is executed, if the symbol corresponding to 1-piece role B is not stopped and displayed due to an incorrect pressing operation or the like, the bonus (for example, the number of added differentials) is not granted and the right to execute "Aim Navi" is lost. However, this is not limited to this, and the right to execute "Aim Navi" may be carried over until the next time 1-piece role B is won.
[0107] When the pseudo bonus state ends, the sub-controller 20 displays a result screen on the display 8, as shown in FIG. 18(d). The result screen displays information to inform the player of the results of the game, such as the number of game values acquired during the current pseudo-bonus state (85 possible coins) and the number of game values acquired since the pseudo-bonus state was first entered (88 total coins acquired). In addition, the total number of added difference coins awarded during this pseudo bonus state may also be displayed.
[0108] Also, during the pseudo-bonus state, when the number of coins that can be won (85) reaches the maximum number of coins that can be won (special value) (when the number of coins won meter 87 is at its maximum value), if a role that triggers an additional lottery is won (predetermined conditions are met), an additional coin will not be added to the remaining difference in the number of coins, but an additional coin will be added to the number of EX games. The EX game count is the number of games referenced during the ST state, and is managed separately from the remaining number of games in the ST state. Consumption begins when the remaining number of games has been consumed. Therefore, during the ST state, even if the remaining number of games is consumed, if a pseudo-bonus state is won before the number of EX games is consumed, the pseudo-bonus state will continue (consecutive wins). In this case, if the number of EX games remains, it will be carried over to the next ST state. As such, the number of EX games is the number of games that can extend the ST state, so the higher the number of EX games, the higher the chance of winning the pseudo-bonus state. The initial value of the number of EX games is assumed to be set to "0 games," but it is not limited to this, and a predetermined number of games may be set as the initial value. Also, the initial value may be set according to the setting value set in the probability setting device 16.
[0109] In this way, in the medalless gaming machine 1 of this embodiment, when the number of coins that can be won 85 has reached the maximum number of coins that can be won (special value) (when the number of coins won meter 87 is at its maximum value), no additional coins are added to the remaining difference in the number of coins, but an additional coin is added to the number of EX games. This prevents a large amount from being added to the remaining difference in the number of coins, so that a single pseudo-bonus state does not remain for a long period of time, preventing the game from becoming monotonous.
[0110] Specifically, the EX game number addition lottery is performed by the main control unit 10 operating as an awarding means, and by referring to the "EX game number addition lottery table" (Figure 15), a bonus (EX game number) can be awarded based on the winning role of the current game. For example, as shown in Figure 15, if you win 1-piece role B, there is a 255 / 256 probability of winning "1 game," and there is a 1 / 256 probability of winning "until the pseudo-bonus state is won." Although detailed explanation is omitted, when a weak rare role or a strong rare role is won, a lottery is also carried out with the respective probabilities as shown in the figure. If you win 1-piece role B, you will be awarded a special bonus (number of EX games, etc.) if you press the button successfully. On the other hand, if you win a rare role, you will be awarded a special bonus (number of EX games, etc.) if you win. The number of EX games awarded is displayed in a predetermined location on the display 8 (for example, below the total number of coins won 88) (not shown). In this way, players who win a role with a low probability of winning are more likely to select a relatively large number of EX games or "until the pseudo bonus state is won." Therefore, during the pseudo bonus state, attention can be drawn to the winning combination, which can increase the excitement of the game and the player's sense of expectation.
[0111] In addition, the bonuses granted are not limited to the number of EX games, and unexpected bonuses such as the right to play until a pseudo-bonus state is achieved can be granted, thereby increasing the interest in the game. "Until the pseudo bonus state is won" is the right to enter the pseudo bonus state lottery after the remaining number of games in the ST state (for example, 32 games) have been played, until the pseudo bonus state is won. While you have the right to "Win the Pseudo Bonus State," the number of EX games will not be subtracted. For example, if you are in ST state and the number of remaining ST games is 0, the number of EX games is 4, and you have the right to "Win the Pseudo Bonus State," after the remaining games are consumed, you can enter the Pseudo Bonus State transition lottery without consuming the number of EX games (4). However, this is not limited to this, and the right to "win the pseudo bonus state" may be consumed after the number of EX games has been played. In addition, the right to "win the pseudo-bonus state" is assumed to be carried over to the next ST state if the pseudo-bonus state is won before the number of games remaining in the ST state reaches 0, but this is not limited to this and the right may also be extinguished.
[0112] (ST state) Although the ST state is not an AT, it is positioned as a special time because it is easy to transition back to the pseudo-bonus state after the pseudo-bonus state ends. The maximum number of times you can play in ST state is 32+α games. The number of "+α" games is the number of EX games or the number of games until you consume the right to "win the pseudo bonus state." Therefore, in the ST state, a game is played with the possibility of continuing the pseudo bonus state (consecutive wins) until the number of available plays is consumed. In addition, the ST state has the so-called ST type game characteristics, and if the pseudo bonus state continues (continuous win), the initial number of games (32 games) is reset after the pseudo bonus state ends. In other words, as long as you continue to win the pseudo bonus state during the ST state, you will be looped between the ST state and the pseudo bonus state.
[0113] In the ST state, the main control unit 10 operates as a determination means, and a pseudo bonus state lottery is carried out. Specifically, the main control unit 10 refers to the "pseudo bonus state lottery table" (FIG. 16) to perform a lottery based on the number of games and the winning combination of the current game. For example, as shown in Figure 16(a), in the case of the first to 32nd games, if you win a role other than a replay role or a rare role (other), you will win with a probability of 1 / 256, if you win a replay role, you will win with a probability of 8 / 256, if you win a weak rare role, you will win with a probability of 64 / 256, and if you win a strong rare role, you will win with a probability of 192 / 256. Also, as shown in Figure 16(b), from the 33rd game onwards, if you win a role other than a replay role or a rare role (other), you will win with a probability of 2 / 256, if you win a replay role, you will win with a probability of 16 / 256, if you win a weak rare role, you will win with a probability of 128 / 256, and if you win a strong rare role, you will be guaranteed a win.
[0114] In this way, if you win a role with a low probability of winning, you have a higher chance of winning the pseudo-bonus state. In addition, from the 33rd game onwards, i.e., in games that consume the number of EX games or games that consume the right to "win the pseudo bonus state", the probability of winning the pseudo bonus state is higher than in the 1st to 32nd games. Therefore, during the ST state, attention can be drawn to the number of games played and the winning combination, which can increase the excitement of the game and the player's sense of expectation. However, without being limited to this, the expected winning probability of the pseudo bonus state from the 33rd game onwards may be the same as that from the 1st to 32nd games, or the expected winning probability of the pseudo bonus state from the 1st to 32nd games may be higher than that from the 33rd game onwards.
[0115] If the pseudo-bonus state lottery is won in the ST state, the main control unit 10 grants the right to transition to the pseudo-bonus state as a special privilege, and controls the transition to the pseudo-bonus state from the next game (arrow i in FIG. 7). On the other hand, if the remaining number of games ends without winning the pseudo-bonus state lottery, that is, when the end of the pseudo-bonus state winning streak is confirmed, the main control unit 10 controls the transition to the normal game state after the end of the ST state (arrow j in Figure 7).
[0116] Next, with reference to FIG. 19, an example of a performance executed on the display device 8 during the ST state will be described. FIG. 19(a) shows an example of a screen display for the first to 32nd games, and FIG. 19(b) shows an example of a screen display for the 33rd game and onward. As shown in FIG. 19, during the ST state, for example, the remaining number of games, 89, is displayed in the upper left corner of the screen of the display device 8, and the remaining number of EX games, 90, is displayed in the upper right corner of the screen. Also, although not shown in the figure, if you have the right to "win the pseudo bonus state," text information such as "Confirmed!!" will be displayed overlaid on the display area for the EX game number of 90 to notify you that the ST state will continue until you win the pseudo bonus state. An effect image is displayed in the center of the screen. The effect image is, for example, a predetermined character image (still image or video), and is displayed to notify the player that they have won a small or rare combination, or to heighten their sense of expectation for the transition to a pseudo-bonus state.
[0117] 19(b), from the 33rd game onwards, text information indicating a high probability state for the pseudo bonus state (for example, "High probability!") is displayed at the bottom of the screen. Note that the display may not directly notify the player of the high probability state, but may be such that the player can predict it. When the ST state ends and the game transitions to the normal game state, a result screen (not shown) is displayed on the display 8. The result screen displays information to notify the player of the game results, such as the total number of game values and total number of games acquired since the pseudo-bonus state was first entered. In addition, on the result screen, setting suggestion information for suggesting or definitively notifying the player of the setting value set by the probability setting device 16 may be displayed by a display device 8, speaker 9.
[0118] The ST state can also be controlled as follows. A plurality of ST states with different winning expectancies for the pseudo bonus state may be provided. In this case, for example, a fixed ST state may be provided that continues until the pseudo bonus state is won. Furthermore, the first to 32nd games in the ST state may be divided into a plurality of parts every predetermined number of games, and the probability of winning in the pseudo bonus state may be different for each part. In addition, if the pseudo-bonus state is won during the ST state, it is assumed that the initial number of games (32 games) will be reset in the ST state after the pseudo-bonus state ends, but this is not limited to this, and the ``+α games (EX game number)'' may also be reset. Also, a lottery for the number of EX games may be conducted during the ST state. For example, a lottery similar to the "EX game number addition lottery" conducted during the pseudo bonus state may be conducted, or the number of EX games may be drawn based on the number of coins that can be obtained in the pseudo bonus state before entering the ST state. In addition, if the player has the right to "win the pseudo bonus state" in the ST state, an effect of incongruity may be performed. For example, an effect of subtracting EX games even though 32 games have not been played may be performed. Also, during the ST state, a lottery for adding the remaining difference in the number of coins may be held. In this case, for example, this may be held when a win in the pseudo bonus state is confirmed, or the lottery for adding the remaining difference in the number of coins may be held regardless of whether a win is confirmed.
[0119] (Ending state) The ending state is a game state that is controlled by the AT and can be entered when the end of the advantageous period is approaching, and is positioned as the end of a game state that is advantageous to the player. The ending state is entered when the ending limiter is reached (certain conditions are met) during the advantageous zone, and continues until the advantageous zone limiter is reached. Specifically, when the value indicated by counter B reaches a predetermined value (for example, +2200 coins) (reaching the ending limiter), a predetermined game state is entered (arrow k in Figure 7), and when the value indicated by counter B reaches a specific value (+2400 coins) (reaching the advantageous zone limiter), the game ends. When the advantageous section limiter is reached, the main control unit 10 terminates the advantageous section and controls to transition to a non-advantageous state (arrow l in FIG. 7). Also, during the ending state, basically, various lotteries regarding the number of balls to be dispensed are not executed, but this is not limitative, and various lotteries regarding the number of balls to be dispensed may be executed. For example, a lottery for adding the difference in the number of coins may be executed based on the winning combination. The difference in the number of coins awarded by the lottery for adding the coins is not limited to values such as 10, 20, 50, 100, etc., and may be the difference in the number of coins up to the advantageous zone limiter.
[0120] (Provisions for the initial difference in the number of pseudo-bonus sheets) As described above, in the medal-less gaming machine 1 of this embodiment, at the start of the pseudo bonus state, the initial difference in the number of remaining coins is defined. Hereinafter, with reference to FIG. 20, the provision of the initial difference in number of coins in the pseudo bonus state will be specifically described. Figure 20 shows the fluctuations of various numerical values, including the initial difference in number of coins, as the game progresses, with the horizontal axis being the time axis. Note that Figure 20 illustrates an example in which, during one advantageous period, a pseudo-bonus state is won in a CZ state or a higher CZ state, and then the pseudo-bonus state continues.
[0121] First pseudo-bonus state: t1~t4 When the pseudo-bonus state is won in the CZ state or higher CZ state, the player transitions to the first pseudo-bonus state (t1). At this time, the initial difference in the number of coins in the first pseudo bonus state is determined by the result of the initial difference lottery in the game state (CZ state, upper CZ state) before entering the pseudo bonus state. Here, an example is shown in which "100 coins" is selected as the initial difference. Also, the value of counter C (remaining difference number) is set to the initial difference number of "100". Also, on the display 8, the number of coins that can be acquired 85 shows "100" and the number of coins acquired 86 shows "0".
[0122] Thereafter, as the game progresses, the player wins the additional lottery during the pseudo-bonus state, and the additional number of coins is determined (t2, t3). At the timing of t2, for example, the case where the additional difference in number of coins is determined to be "20 coins" is shown, and at the timing of t3, for example, the case where the additional difference in number of coins is determined to be "100 coins" is shown. With the addition of the additional difference in coins, at time t2, "20" is added to the value of counter C, and "120" is displayed, which is the number of coins that can be acquired, 85, plus "20". At time t3, "100" is added to the value of counter C, and "220" is displayed, which is the number of coins that can be acquired, 85, plus "100". In this way, when an additional difference in number of coins is awarded in the additional lottery, it is added to the remaining difference in number of coins (the value of counter C) in the current pseudo-bonus state, and the current pseudo-bonus state is extended. After that, the remaining difference in number of coins (value of counter C) reaches the end value (0), and the first pseudo bonus state ends (t4). At this time, the number of coins that can be acquired 85 on the display 8 is displayed as "220", and the number of coins acquired 86 is displayed as "220".
[0123] First ST state: t5~t7 After the first pseudo-bonus state ends, the first ST state will begin (t5). By winning the pseudo-bonus state lottery during the ST state, the transition to the next pseudo-bonus state (consecutive wins) is confirmed (t6). After that, the remaining number of games (32 games) is reached, and the first ST state ends (t7).
[0124] Second pseudo-bonus state: t8~t10 After the first ST state ends, the second pseudo-bonus state will begin (t8). In this case, the initial difference in number of coins in the second pseudo-bonus state is defined as follows: The initial difference in the second pseudo bonus state = "The initial difference in the first pseudo bonus state" + "The additional difference in the first pseudo bonus state" + "Other additional difference" In other words, the calculation is "100 coins" + "120 coins (20 coins + 100 coins)" + "0 coins", and "220 coins" is defined as the initial difference in the number of coins for the second pseudo-bonus state. In this way, the initial difference in number of coins (second variable value) in the second pseudo-bonus state is set to be equal to or greater than the initial difference in number of coins (first variable value) in the first pseudo-bonus state plus the additional difference in number of coins (additional value) in the first pseudo-bonus state. In other words, the number of coins that can be acquired during the second pseudo-bonus state can be set to be equal to or greater than the number of coins acquired during the first pseudo-bonus state. In addition, if an additional difference in number of coins is awarded during the first pseudo-bonus state, not only is it added to the remaining difference in number of coins in the first pseudo-bonus state, but it is also added to the remaining difference in number of coins (initial difference in number of coins) in the second pseudo-bonus state. In other words, during the first pseudo-bonus state, the benefits of the second pseudo-bonus state can be granted (the number of coins that can be acquired can be added).
[0125] At timing t8, the value of counter C (remaining difference in number of coins) is set to the initial difference in number of coins, "220". Also, on the display 8, the number of coins that can be acquired 85 shows "220" and the number of coins acquired 86 shows "0". After that, as the game progresses, the additional number of coins is determined by winning the additional lottery during the pseudo bonus state (t9). At the timing of t9, for example, the additional number of coins is determined to be "80 coins." As the additional difference in number of coins is awarded, "80" is added to the value of counter C, and "300" is displayed, which is the number of coins that can be won (85 coins) plus "80". In the subsequent game, the remaining difference in number of coins (value of counter C) reaches the end value (0), and the second pseudo bonus state ends (t10). At this time, the number of coins that can be acquired 85 on the display 8 is displayed as "300", and the number of coins acquired 86 is displayed as "300".
[0126] Second ST state: t11~t14 After the second pseudo-bonus state ends, the game transitions to the second ST state (t11). By winning the pseudo-bonus state lottery during the ST state, the transition to the next pseudo-bonus state is confirmed (t12). After that, as the game progresses, the additional number of coins is determined by winning the additional lottery during the ST state (t13). At the timing of t13, for example, the additional number of coins is determined to be "30 coins." After that, the remaining number of games (32 games) is reached, and the second ST state ends (t14).
[0127] Third pseudo-bonus state: t15~t18 After the second ST state ends, the third pseudo-bonus state will begin (t15). At the timing of t15 when the pseudo bonus state starts, the additional number of coins is determined by winning the additional lottery. At the timing of t15, for example, the additional number of coins is determined to be "50 coins." At this time, the initial difference in number of coins in the third pseudo-bonus state is determined as follows: The initial difference in the third pseudo bonus state = "The initial difference in the second pseudo bonus state" + "The additional difference in the second pseudo bonus state" + "Other additional difference" In other words, the calculation is "220 coins" + "80 coins" + "80 coins (30 coins + 50 coins)", and "380 coins" is defined as the initial difference in the third pseudo-bonus state. In this way, the number of coins that can be acquired during the third pseudo-bonus state can be made equal to or greater than the number of coins acquired during the second pseudo-bonus state.
[0128] At timing t15, the value of counter C (remaining difference in number of coins) is set to the initial difference in number of coins, "380". Also, on the display 8, the number of coins that can be acquired 85 shows "380" and the number of coins acquired 86 shows "0". After that, as the game progresses, the additional coin difference is determined by winning the additional coin lottery (t16). At the timing of t16, for example, the additional coin difference is determined to be "150 coins." As the additional difference in coins is awarded, "150" is added to the value of counter C, and "500" is displayed in the number of coins that can be acquired 85. At this time, the number of coins acquired meter 87 is displayed in a state indicating the maximum value. Thus, at the timing of t16, the number of coins that can be acquired 85 has reached the upper limit of the number of coins that can be acquired (500 coins), and therefore the number of coins that can be acquired 85 is displayed as the maximum value of "500". Therefore, in subsequent games, if a role that triggers an additional draw is won, an additional draw will be held for the number of EX games, without any additional draw for the remaining difference in number of coins. After that, as the game progresses, the number of EX games is determined by winning the additional lottery (t17). At the timing of t17, for example, the number of EX games is determined to be "3 games." After that, the remaining difference in number of coins (value of counter C) reaches the end value (0), and the third pseudo bonus state ends (t18). At this time, the number of coins that can be acquired 85 on the display 8 is displayed as "500", and the number of coins acquired 86 is displayed as "500".
[0129] After the third ST state: t19~ After the third pseudo-bonus state ends, the game transitions to the third ST state (t19). By winning the pseudo-bonus state lottery during the ST state, the transition to the pseudo-bonus state next time is confirmed (t20). Thereafter, as the game progresses, the remaining number of games (32 games + 3 games (number of EX games)) is reached, and the third ST state ends (t21). After the third ST state ends, the fourth pseudo-bonus state will begin (t22). At this time, the initial difference in the number of coins in the fourth pseudo-bonus state is set to the maximum number of coins that can be acquired (500 coins). The medal-less gaming machine 1 of the first embodiment is configured as described above.
[0130] As explained above, the medalless gaming machine 1 of this embodiment can set the initial difference in number of coins for the next pseudo-bonus state to a value equal to or greater than the initial difference in number of coins for the current pseudo-bonus state plus the additional difference in number of coins awarded in the current pseudo-bonus state. In other words, the number of coins that can be won during the next pseudo-bonus state can be set to be equal to or greater than the number won during the current pseudo-bonus state, so that the "number of coins that can be won during the first pseudo-bonus state" <= "number of coins that can be won during the second pseudo-bonus state" <= "number of coins that can be won during the third pseudo-bonus state" (second variable value >= first variable value + additional value). As a result, the more consecutive pseudo bonus states are achieved, the more coins can be won (the more the pseudo bonus state grows) in the next pseudo bonus state, which can increase the interest in the pseudo bonus state itself. In addition, during the current pseudo-bonus state, a bonus can be granted for the next pseudo-bonus state (adding to the number of coins that can be acquired). This increases the expectation for the next pseudo bonus state and increases the enjoyment of the game.
[0131] In contrast to this, a patent document (JP Patent Publication No. 2019-30649) discloses a conventional gaming machine that provides a bonus (additional number of games) to extend the current specific gaming state (ART). However, this gaming machine does not provide any special benefit for the next specific gaming state, and therefore does not sufficiently increase interest in the next specific gaming state. In this way, the medal-less gaming machine 1 of this embodiment can solve all or part of the problems that need to be improved in conventional gaming machines.
[0132] (Second embodiment) Next, a second embodiment will be described with reference to FIGS. The medal-less gaming machine 1 according to the second embodiment differs from the medal-less gaming machine 1 according to the first embodiment in terms of the transition control of the gaming state and the provision of an ST mode in the ST state. Therefore, other than these points, it is the same as the medal-less gaming machine 1 of the first embodiment described above, so only the differences will be explained below.
[0133] As shown in Figure 21, the transition of the game state of the medalless gaming machine 1 of this embodiment differs from the transition of the game state of the medalless gaming machine 1 of the first embodiment (Figure 7) in that it is possible to transition from the normal game state to a higher CZ state, a pseudo bonus state, and an ST state (dotted line area in the figure). That is, in the medal-less gaming machine 1 according to the first embodiment, the normal gaming state can be transitioned to only the CZ state, but the medal-less gaming machine 1 according to the first embodiment can be transitioned to a number of gaming states.
[0134] (ST mode) The medal-less gaming machine 1 according to this embodiment is controlled in the ST mode during the ST state. The ST mode is a mode that affects the probability of executing the push order navigation when the push order bell role B is won, and is set, for example, in four stages (mode 1 to mode 4). As will be explained in more detail later, the ST mode is set so that the higher the selected mode, the higher the probability of the push order navigation being executed. In other words, the higher the ST mode, the greater the number of game medals (net increase) that the player can acquire during the ST state. When the ST state is entered for the first time, the ST mode starts from mode 1, and the mode is promoted by the ST mode promotion lottery described below. However, this is not limited to this, and the mode may start from mode 2 or higher when entering for the first time. For example, if entering via a higher CZ state, it may start from mode 4. It is assumed that the ST mode is reset (set to mode 1) when transitioning from the ST state to the normal game state, but this is not limited to this and it may be configured not to be reset when transitioning to the normal game state. Furthermore, the ST mode is not limited to four stages, but may be three stages or less or five stages or more.
[0135] (Normal gameplay state) In the normal game state, a lottery for awarding a special prize is held based on the winning combination of the current game. Specifically, the main control unit 10 refers to the "Benefit Granting Lottery Table" (Figure 22) to conduct a lottery based on the winning combination of the current game, the number of CZ passes, and the setting value set in the probability setting device 16. As shown in Figure 22(a), for example, if the number of CZ passes is less than three and settings 1 to 3 are set, if a role other than a rare role (other) is won, the probability of not winning is 256 / 256, if a weak rare role is won, the probability of winning is 32 / 256, and if a strong rare role is won, the probability of winning is 64 / 256. Also, as shown in Figure 22(b), for example, if the number of CZ passes is less than three and settings 4 to 6 are set, if a role other than a rare role (other) is won, the probability of not winning is 256 / 256, if a weak rare role is won, the probability of winning is 48 / 256, and if a strong rare role is won, the probability of winning is 80 / 256. Also, as shown in Figure 22(c), for example, if the number of CZ passes is three or more, if a role other than a rare role (other) is won, the probability of winning is 1 / 256, if a weak rare role is won, the probability of winning is 128 / 256, and if a strong rare role is won, the probability of winning is 192 / 256.
[0136] In this way, the more times the CZ is passed, the higher the probability of winning, so attention can be drawn to the number of consecutive non-wins in the CZ state, which can increase the player's sense of anticipation. Furthermore, the probability of winning increases when a combination with a low probability of winning is won, so it is possible to increase the player's sense of expectation. Also, it may be set so that if a specific combination (for example, a strong cherry combination) is won, the bonus is guaranteed to be won.
[0137] When the bonus lottery is won in the normal gaming state, the main control unit 10 determines the type of bonus (the gaming state to which the player will transition) by lottery. Specifically, the main control unit 10 performs a lottery based on the setting values set in the probability setting device 16 by referring to the "benefit type lottery table" (FIG. 23). For example, as shown in Figure 23, when setting 1 is set, the "CZ state" is selected with a probability of 235 / 256, the "pseudo bonus state" is selected with a probability of 12 / 256, the "ST state" is selected with a probability of 8 / 256, and the "higher CZ state" is selected with a probability of 1 / 256. Although detailed explanation is omitted, when the setting value is set to settings 2 to 5, the lottery is also executed with the respective probabilities as shown in the figure. In this way, the higher the set value set in the probability setting device 16, the more advantageous the destination (type) for the player will be selected.
[0138] Furthermore, if the "pseudo bonus state" is selected in the benefit type lottery, the main control unit 10 performs a lottery for the initial difference in number of coins. The initial difference in number determined by the lottery is defined as the remaining difference in number of coins when the pseudo-bonus state is entered for the first time (first entry). Specifically, the main control unit 10 performs a lottery based on the setting value set in the probability setting device 16 by referring to the "initial difference number lottery table (pseudo bonus state)" (FIG. 24). For example, as shown in FIG. 24, when setting 1 is set, "100" is selected with a probability of 195 / 256, "150" is selected with a probability of 32 / 256, "200" is selected with a probability of 16 / 256, "250" is selected with a probability of 8 / 256, and any of "300" to "500" is selected with a probability of 1 / 256. Although detailed explanation is omitted, when the setting value is set to settings 2 to 5, the lottery is also executed with the respective probabilities as shown in the figure. In this way, the higher the set value set in the probability setting device 16, the larger the difference in number of coins (initial difference in number of coins) that is selected. The initial difference number lottery is not limited to this, and for example, a fixed initial difference number (for example, 100) may be prescribed in part or in whole.
[0139] Then, if "CZ state" is selected in the benefit type lottery, the main control unit 10 controls the transition to the CZ state from the next game (arrow c in Figure 21); if "pseudo bonus state" is selected, the main control unit 10 controls the transition to the pseudo bonus state from the next game (arrow n in Figure 21); if "ST state" is selected, the main control unit 10 controls the transition to the ST state from the next game (arrow o in Figure 21); and if "higher CZ state" is selected, the main control unit 10 controls the transition to the higher CZ state from the next game (arrow m in Figure 21). In this way, the medal-less gaming machine 1 of this embodiment is capable of transitioning from the normal gaming state to a number of gaming states, thereby diversifying the gameplay and increasing the excitement of the game and the player's sense of anticipation. In addition, when transitioning to each game state, the transition may be made after a predetermined number of games (for example, 5 games) of premonition effects are executed. Also, if a rare combination is won during the premonition effect, a bonus may be awarded.
[0140] (Higher CZ state) In the higher CZ state, if the "pseudo bonus state" is won in the pseudo bonus state lottery of the first embodiment described above, an initial difference number lottery is held. The initial difference in number determined by the lottery is defined as the remaining difference in number of coins when the pseudo-bonus state is entered for the first time (first entry). Specifically, the main control unit 10 performs a lottery based on the setting value set in the probability setting device 16 by referring to the "Initial Difference Number Lottery Table (Higher CZ State)" (Figure 25). For example, as shown in Figure 25, when setting 1 is set, "500" is selected with a probability of 240 / 256, and "700" is selected with a probability of 16 / 256. When setting 6 is set, "500" is selected with a probability of 220 / 256, "666" is selected with a probability of 8 / 256, and "700" is selected with a probability of 28 / 256. Although detailed explanation is omitted, even when the setting value is other than settings 1 and 6, the lottery is executed with the respective probabilities as shown in the figure.
[0141] In this way, the initial difference number of sheets specified in the higher CZ state is more likely to specify a larger value than the initial difference number of sheets specified in the CZ state. Also, when transitioning to the pseudo-bonus state via the higher CZ state, the initial difference in the number of coins may be determined to exceed the maximum number of coins that can be won (500 coins). This allows for variation in the initial difference in number of coins when the pseudo-bonus state is first entered depending on the type of CZ state that is passed through before the pseudo-bonus state, thereby increasing the excitement of the game and the player's sense of anticipation.
[0142] (pseudo bonus state) During the pseudo bonus state, a lottery for adding the remaining difference in number of coins is executed, as in the first embodiment. In this embodiment, if the player wins the bonus lottery and is awarded the bonus difference, the bonus will only be added to the remaining difference in the number of coins (initial difference) in the next pseudo-bonus state. That is, unlike the first embodiment, the awarded additional difference in number of coins is controlled so as not to be added to the remaining difference in number of coins in the current pseudo bonus state. In this way, if you win the additional lottery in the current pseudo-bonus state, you can be granted a special bonus for the next pseudo-bonus state (adding to the number of coins that can be won). As in the first embodiment, the lottery for adding the difference in number of coins is performed by referring to the "Difference in Number of Coins Addition Lottery Table" (Figure 14) and determining the difference in number of coins to be added by lottery based on the winning role of the current game.
[0143] Next, with reference to FIG. 28, an example of a presentation executed on the display device 8 during the pseudo bonus state will be described. If the additional lottery is won during the pseudo bonus state and an additional difference in number of coins (for example, 20 coins) is awarded, the sub-control unit 20 will notify the player that an additional difference in number of coins of "20 coins" has been won, as shown in Figure 28(a). At this time, what is different from the first embodiment is that "20" is not added to the obtainable number of coins, 85 (100 coins → 100 coins). In the next game, the "next bonus difference" is displayed at the bottom right of the screen, as shown in Figure 28(b). In the example shown in Figure 28(b), it is shown that 20 coins will be added in the next pseudo bonus state. In this way, it is notified that the added difference in number of coins awarded during the current pseudo-bonus state will be added to the remaining difference in number of coins in the next pseudo-bonus state. Also, at the end of the pseudo bonus state, as shown in Figure 28(c), the result screen will display the number of game values acquired during this pseudo bonus state (85 possible number of game values acquired) and the number of game values acquired since the pseudo bonus state was first entered (88 total number of game values acquired), as well as the total number of additional game values awarded during this pseudo bonus state, i.e., the total number of game values to be added in the next pseudo bonus state.
[0144] Also, during the pseudo-bonus state, if the number of coins that can be won (85) reaches the maximum number of coins that can be won (500 coins) (when the number of coins won meter is at its maximum value of 87), if a role that triggers an additional lottery is won, no additional coins will be added to the remaining difference in the number of coins, and instead an ST mode promotion lottery and an EX game number additional lottery will be held. Specifically, when the ST mode is mode 1 to mode 3, an ST mode promotion lottery is executed, and when the ST mode is mode 4, an EX game number addition lottery is executed.
[0145] The ST mode promotion lottery is performed by the main control unit 10 by referring to the "pseudo bonus state lottery table" (FIG. 26) based on the ST mode and the winning combination of the current game. As shown in Figure 26(a), for example, when the ST mode is mode 1, if you win a 1-piece role B, the probability of winning is 32 / 256, if you win a weak rare role, the probability of winning is 64 / 256, and if you win a strong rare role, the probability of winning is 128 / 256. Although detailed explanation is omitted, when the ST mode is mode 2 or mode 3, the lottery is also executed with the respective probabilities as shown in the figure. In this way, the smaller the ST mode, the easier it is to upgrade the mode. If you do not win the ST mode promotion lottery, the current ST mode will remain the same, but if you win, the ST mode will be promoted by one level. However, this is not limited to this, and if you win, the ST mode may be promoted by two or more levels with a predetermined probability (for example, 10%). In addition, the ST mode may be demoted at a predetermined probability (for example, 5%) when a role other than a 1-piece role or a rare role is won. For example, during mode 2 to 4, the mode may be demoted by one stage when a role other than a 1-piece role or a rare role is won, and may be demoted by two or more stages.
[0146] In the EX game number addition lottery, the main control unit 10 (awarding means) can award a benefit (EX game number) based on the winning combination of the current game by referring to the "EX game number addition lottery table" (Figure 15). Details of the EX game number addition lottery are omitted as they are the same as in the first embodiment.
[0147] (ST state) In the ST state, a push order navigation lottery is held in response to the winning of the push order bell role B. That is, a push order navigation execution lottery relating to the push order bell role B is held. Specifically, the main control unit 10 determines whether to execute push order navigation based on the current ST mode by referring to the "navigation lottery table" (FIG. 27). As shown in Figure 27, for example, when the ST mode is mode 1, the probability of winning is 32 / 256, when it is mode 2, the probability of winning is 64 / 256, when it is mode 3, the probability of winning is 128 / 256, and when it is mode 4, the probability of winning is 256 / 256. If the lottery is won, the main control unit 10 grants the right to execute the push order navigation, and the sub-control unit 20 executes the push order navigation on the display 8. When the ST mode is mode 1, the probability of not winning may be 256 / 256, and when the ST mode is mode 4, the probability of winning may be other than 256 / 256.
[0148] Next, with reference to FIG. 29, an example of a performance executed on the display device 8 during the ST state will be described. As shown in Figure 29, during the ST state, in addition to the number of remaining games 89 and the number of EX games 90, the next initial difference in number of coins 92, which indicates the initial difference in number of coins for the pseudo bonus state to which the player will next move, and text information 93 suggesting the ST mode are displayed. The next initial difference in coins 92 indicates the number of coins that can be won in the next pseudo-bonus state. The text information 93 indicates, for example, "normal mode" suggests mode 1, "high probability mode" suggests mode 2, "ultra high probability mode" suggests mode 3, and "strongest mode" suggests mode 4. The medalless gaming machine 1 of the second embodiment is configured as described above. The medal-less gaming machine 1 according to this embodiment can also have the same features as the first embodiment described above, and can achieve the same effects.
[0149] (Third embodiment) Next, a third embodiment will be described with reference to FIGS. The medal-less gaming machine 1 according to the third embodiment is similar to the medal-less gaming machines 1 according to the first and second embodiments 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 and second embodiments 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 and second embodiments are denoted by the same reference numerals.
[0150] (Winning combination and corresponding symbols) Each winning combination and the corresponding symbol combination will be explained below. As shown in Figure 30, the medalless gaming machine 1 of this embodiment differs from the medalless gaming machine 1 of the first embodiment in that the winning roles include a "red 7 replay role" and a "1-piece role" that combines the 1-piece role A and 1-piece role B of the first embodiment. The other winning combinations are the same as those in the first embodiment, so the explanation will be omitted.
[0151] The "Red 7 Replay" is a push order replay role in which a combination of symbols is achieved by following a specific push order. When the Red 7 Replay role is won, the stop buttons 5a-5c are pressed in one (1 / 6) of the six possible pressing sequences (for example, "5c → 5b → 5a" (reverse pressing)) to operate the stop buttons, and the corresponding symbol combination is displayed. For example, "Red 7 · Red 7 · Red 7" (a complete red 7) is set as the corresponding symbol combination. On the other hand, when the stop button 5 is pressed in any of the other five (5 / 6) ways, the corresponding symbol combination is not displayed, and the symbol combination of "replay replay replay" (replay match) stops, just like the replay role. If you win the Red 7 Replay role, you will be able to play the next game again without having to insert any medals.
[0152] The medal-less gaming machine 1 (sub-control unit 20) of this embodiment is configured to notify a push order navigation (hereinafter referred to as the aim navigation) that encourages operation in a specific operation mode (reverse push) when a red 7 replay role is won in the ST state (described later) (when the lottery result by the lottery means is a specific lottery result) (see Figure 40). Then, when the player performs a stop operation in a specific operation mode (reverse push) according to the aim navigation, the state is controlled to transition from the ST state to the pseudo bonus state (described later). In other words, the red 7 replay role functions as a pseudo bonus state transition role. In addition, if a red 7 replay role is won during ST state, a push order navigation (hereinafter referred to as avoidance navigation) that encourages operation using a non-specific operation mode (other than reverse push) will also be notified (see Figure 40). Then, when the player performs a stop operation in a non-specific operation manner (for example, pressing in order) according to the avoidance navigation, the pseudo bonus state is not entered and the ST state is controlled to be maintained. In this way, the winning of the red 7 replay role during the ST state determines whether or not to transition to the pseudo bonus state. Details of the presentation when the Red 7 Replay role is won will be described later.
[0153] The 1-piece role is a small role with the corresponding symbol combination being "Bell Bell Replay." When a combination of symbols corresponding to each winning role of 1 coin is stopped, 1 medal is paid out. It should be noted that the 1-coin role is assumed to result in one medal being paid out regardless of the operation timing of the stop buttons 5a to 5c, but is not limited to this, and may be configured so that no medal is paid out.
[0154] (Winning probability of each role) FIG. 31 shows an internal lottery table used to draw winning combinations in the bonus winning state among the bonus-related states (bonus non-winning state, bonus winning state, bonus state). 31 shows the winning probability of each winning combination in a 3-bet game, and shows the case where the setting values set by the probability setting device 16 are the same for all settings 1 to 6. The relationship between the winning probabilities of each role may be other than that shown in FIG. In addition, it is assumed that the winning probability is the same for all set values, but this is not limited to this, and there may be winning roles whose winning probability varies depending on the set value and winning roles whose winning probability does not vary depending on the set value. For example, the higher the setting of some rare roles, the higher the probability of winning, or the lower the setting, the higher the probability of winning a rare role. In addition, 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, although the winning probability of each role in a 3-bet game is assumed, it may be the winning probability of each role in a game other than a 3-bet game. Furthermore, although no losing role (miss) is provided for the winning role, it may be provided.
[0155] In this embodiment, the condition for transitioning to the advantageous zone is satisfied when any winning combination is achieved in the internal lottery process, and the transition from the normal zone to the advantageous zone occurs after the third reel of the winning game is stopped. In other words, during play, the period spent in the normal zone (non-advantageous state) is extremely short, and the player will spend most of the time in the advantageous zone (a game state other than the non-advantageous state).
[0156] (Game-related counters) The medal-less gaming machine 1 according to this embodiment includes, for example, a counter D and a counter E in addition to the counters shown in the above-described embodiments. The main control unit 10 operates as a counting means, and stores the counting results of each counter in the storage unit. ST state game number counter (hereinafter referred to as counter D): Count value of the number of games (number of plays) during ST state Pseudo bonus difference counter (hereinafter referred to as Counter E)...Counter value of the number of coins won (difference) during the pseudo bonus state
[0157] Counter D is a counter that can count the number of games played during the ST state. The value of counter D is set to the initial number of games (e.g., 30 games) as the initial value at the start of the ST state, and counting (subtraction) begins when the game starts, and is initialized when the ST state ends. Furthermore, the value of the counter D is displayed on the display 8 during the ST state as "number of games remaining" or the like.
[0158] Counter E is a counter capable of counting the number of medals acquired during the pseudo bonus state. The value of counter E is set to the initial difference number as an initial value at the start of the pseudo bonus state. In other words, the difference number that can be obtained during the current pseudo bonus state is set. The initial difference in number of coins, which is defined as the value of counter E, varies depending on the game situation. As will be described in detail later, the initial difference in number of coins is defined based on the number of games played during the ST state (the value of counter D) in which the player remains before entering the pseudo bonus state. In this way, the main control unit 10 operates as a regulating means, and is therefore able to regulate a variable value that can fluctuate depending on the progress of the game in the pseudo bonus state at the start of the pseudo bonus state. Specifically, counter E begins counting when a pseudo-bonus state game begins, counts the difference between the number of medals consumed (entered as the number of bets) when playing the game and the number of medals paid out (awarded), and subtracts the calculated difference from the value of counter E. Then, when the value of counter E reaches an end value (for example, "0"), counting ends.
[0159] (Details of each game state) Next, with reference to FIG. 32, each gaming state of the medal-less gaming machine 1 according to this embodiment and transitions between each gaming state will be described. As shown in Figure 32, the game of the medalless gaming machine 1 of this embodiment is carried out in multiple gaming states such as a non-advantageous state, a normal gaming state, a CB state, an ST state, a pseudo bonus state, and an ending state. In a gaming state controlled by a non-AT (especially a normal gaming state), the longer the player stays in the state, the longer the period during which it is difficult for the player to increase their medals, which is disadvantageous for the player. On the other hand, in a gaming state controlled by an AT (especially a pseudo-bonus state), medals tend to increase as the player continues playing, which is advantageous for the player. Therefore, players aim to transition from the normal game state to the pseudo-bonus state, and then in the ST state that is entered after the pseudo-bonus state ends, they hope to transition back to the pseudo-bonus state, and they play with the aim of repeatedly executing the pseudo-bonus state (playing consecutive games).
[0160] (Unfavorable situation) The non-advantageous state is a gaming state controlled in the normal zone (non-advantageous zone), and remains in this state when the medal-less gaming machine 1 is reset, when the setting value is changed (including re-entering the setting value), or when the advantageous zone ends (for example, after the ending state ends). In a non-advantageous state, when the conditions for transitioning to the advantageous zone are met (when any winning combination is achieved), the main control unit 10 controls the normal zone to the advantageous zone. In other words, during a game, the period spent in the normal zone (non-advantageous state) is extremely short, and the player stays almost entirely in the advantageous zone (a game state other than the non-advantageous state). In addition, in a non-advantageous state, it may be possible to make it impossible to distinguish from the outside that the game is being controlled in the normal zone. For example, on the display screen displayed on the display device 8, the same background image may be used during the normal zone and the advantageous zone. In addition, the non-advantageous state may be omitted, and the functions that the non-advantageous state has may be provided in the normal game state.
[0161] In a non-advantageous state, the next transition destination differs depending on the lottery state (each state related to the bonus) of the internal lottery process when the conditions for transition to the advantageous zone are met. Specifically, when the conditions for transitioning to the advantageous zone are met, if the game state is controlled to a non-bonus winning state, the main control unit 10 controls the game state to transition to a normal game state (arrow a in Figure 32), and if the game state is controlled to a bonus winning state, the main control unit 10 controls the game state to transition to an ST state (arrow b in Figure 32). That is, when the medalless gaming machine 1 (main control unit 10) is reset and goes into a non-bonus winning state, it transitions to the normal gaming state when it transitions to the advantageous zone, mainly when the gaming facility opens for business (first thing in the morning), and after the opening of business (first thing in the morning) and goes into a bonus winning state, it transitions to the ST state when it transitions to the advantageous zone. Therefore, transitioning to the normal zone (end of the advantageous zone) in the bonus winning state essentially grants the right to transition to the ST state. However, without being limited to this, when a bonus is not won, the game state may be changed to a game state other than the normal game state when the advantageous zone is entered, and when a bonus is won, the game state may be changed to a game state other than the ST state when the advantageous zone is entered.
[0162] In this way, in a non-advantageous state, the destination of the game state changes depending on the lottery state (each state related to the bonus) of the internal lottery process when the advantageous zone transition condition is met, resulting in the following effects. For example, if the advantageous zone limiter is reached due to consecutive wins in the pseudo bonus state, the game state will transition as follows: pseudo bonus state → ending state → non-advantageous state. In this case, if the advantageous zone transition condition is met in the non-advantageous state, the game will transition to the ST state, and if the game can transition to the pseudo bonus state in the ST state, it will be possible to return to the pseudo bonus state again. This means that even if the pseudo-bonus state (ending state) ends, it is possible to return to the pseudo-bonus state again immediately afterwards via the ST state, which creates a situation where a large amount of balls can be won across the advantageous zone, giving the player a sense of anticipation. In addition, after the start of a new advantageous zone, the counter related to the advantageous zone limiter (value of counter B) is reset, so if you are able to transition to a pseudo-bonus state, you can ensure a sufficient stay period to win a large amount of balls. Furthermore, if the bonus is not won in a non-advantageous state, and the conditions for transitioning to the advantageous zone are met, control is performed to the normal gaming state, so transition to the pseudo-bonus state can be avoided immediately after a setting change process, etc. (first thing in the morning, etc.) This makes it possible to prevent the player from being in a significantly advantageous situation, and to provide a balanced game experience.
[0163] (Normal gameplay state) The normal game state (third game state) is controlled by non-AT and is a game state that is disadvantageous to the player, so the player will play the game hoping to transition to a game state that is advantageous to the player as soon as possible. Specifically, during the normal game state, the player plays the game in the hope of transitioning to the CB state.
[0164] In the normal gaming state, a CB state lottery is held to determine whether or not the right to transition to the CB state is granted. Specifically, the main control unit 10 performs a lottery based on the winning combination of the current game, the number of ST skips, and the setting value set in the probability setting device 16 by referring to the "CB state lottery table" (FIG. 33). The number of ST skips is the number of times that the player was unable to transition to the ST state consecutively while in the CB state. For example, if the game state transitions from normal game state (1) → CB state (1) → normal game state (2) → CB state (2) → normal game state (3), the CB state lottery in the normal game state (3) will be processed as "number of ST skips = 2 times."
[0165] As shown in Figure 33(a), for example, if the number of ST passes is less than three and settings 1 to 3 are set, if a role other than a rare role (other) is won, the probability of not winning is 256 / 256, if a weak rare role is won, the probability of winning is 32 / 256, and if a strong rare role is won, the probability of winning is 64 / 256. Also, as shown in Figure 33(b), for example, if the number of ST passes is less than 3 and settings 4 to 6 are set, if a role other than a rare role (other) is won, the probability of not winning is 256 / 256, if a weak rare role is won, the probability of winning is 48 / 256, and if a strong rare role is won, the probability of winning is 80 / 256. Also, as shown in Figure 33(c), for example, if the number of ST passes is three or more, if a role other than a rare role (other) is won, the probability of winning is 1 / 256, if a weak rare role is won, the probability of winning is 128 / 256, and if a strong rare role is won, the probability of winning is 192 / 256. When the CB state transition lottery is held, for example, an effect to heighten the expectation for the transition to the CB state is executed on the display 8. The effect may be any effect that allows the player to recognize that the effect content has changed and heightens the expectation.
[0166] In this way, the more times the ST is skipped, the higher the probability of winning, so attention can be drawn to the number of consecutive non-wins in the ST state during the CB state, which can increase the player's expectations. Furthermore, the probability of winning increases when a combination with a low probability of winning is won, so it is possible to increase the player's sense of expectation. However, without being limited to this, the CB state transition lottery may be conducted based on the winning combination of the current game and the set value, excluding the condition of the number of ST passes. Also, it may be set so that if a specific combination (for example, a strong cherry combination) is won, the bonus is guaranteed to be won. In addition, it is assumed that the number of ST skips will be reset (to 0) when the ST state is entered or when the advantageous zone limiter is reached, but this is not limited to this and it may not be reset.
[0167] If the player wins the CB state transition lottery in the normal gaming state, the main control unit 10 grants the right to transition to the CB state as a special privilege. Then, the main control unit 10 controls the transition to the CB state from the next game (arrow c in FIG. 32). The transition to the CB state may be made after a predetermined number of games have been played and a premonition effect has been executed. The premonition effect may be any effect that allows the player to recognize that the effect content has changed and heightens the player's sense of anticipation. When the game transitions to the CB state after the premonition effect ends, if a rare role is won during the premonition effect, the player may be further given the right to transition to the ST state.
[0168] The normal game state can also be controlled as follows: For example, in the normal game state, a normal probability state in which the probability of transition to the CB state is relatively low and a high probability state in which the probability is relatively high may be provided. The transition of the probability state may be controlled so that, for example, when a rare combination is won, a transition (promotion) from the normal probability state to the high probability state occurs with a predetermined probability, and, for example, when a replay combination is won, a transition (demotion) from the high probability state to the normal probability state occurs with a predetermined probability. Then, a CB state lottery may be performed according to such a probability state. In this case, the probability state may be referenced instead of or in addition to the number of ST skips. In addition, in the normal gaming state, an upper limit (ceiling) may be set for the number of ST skips, and when the ceiling is reached, the game may transition to the ST state. In addition, in the normal game state, the push order navigation may be executed with a lower probability than in other game states (for example, ST state, etc.) that are not controlled by AT. In addition, the conditions for transitioning from the normal gaming state to another gaming state may be other than those described above. For example, the transition to the CB state may be made when the number of games played in the normal gaming state reaches a predetermined number. Furthermore, during the normal gaming state, a lottery for transitioning to the pseudo-bonus state may be held for each game with a predetermined winning probability (e.g., 0.01%). In addition, in the normal gaming state, a lottery for adding the number of games remaining in the ST state (a lottery for adding the number of ST games, which will be described later) may be executed in response to the winning of a rare combination.
[0169] (CB state) The CB state is controlled by the AT and continues until the push order bell role A is won five times. Therefore, it is positioned as a mini bonus (CB = Challenge Bonus). In the CB state, a game is played to transition to the ST state until the push order bell role A is won five times. It is assumed that the CB state is managed by the push order bell role A, but it is not limited to this and may be managed by at least one of, for example, the number of games played, the difference in number of coins, the number of times that push order navigation occurs, the number of times that a specific small role is won, the number of medals won, the number of medals paid out, etc.
[0170] In the CB state, if the right to transition to the ST state is not granted, a lottery for the ST state is held. Specifically, the main control unit 10 refers to the "ST state lottery table" (FIG. 34) to perform a lottery based on the winning combination of the current game. For example, as shown in Figure 34, if you win the push order bell role B, the probability of winning is 32 / 256, if you win a weak rare role, the probability of winning is 96 / 256, and if you win a strong rare role, the winning is confirmed (256 / 256). In this way, if you win a role with a low probability of winning, your chances of winning the lottery will be higher. Therefore, during the CB state, attention can be drawn to the winning combination, which can increase the excitement of the game and the player's sense of expectation.
[0171] If the ST state lottery is won, the main control unit 10 grants the right to transition to the ST state as a privilege, and controls the transition to the ST state after the CB state ends (arrow e in FIG. 32). On the other hand, if the CB state ends without winning the ST state lottery (push order bell role A is won five times), the main control unit 10 controls the transition to the normal game state (arrow d in Figure 32).
[0172] Also, in the CB state, if the right to transition to the ST state has already been granted, a lottery will be held to add to the number of ST games. Specifically, the main control unit 10 refers to the "ST game number addition lottery table" (FIG. 35) to perform a lottery based on the winning combination of the current game. For example, as shown in Figure 35, if a 1-coin role is won, there is a 32 / 256 probability that "2 games" will be won as the number of additional games, if a weak rare role is won, there is an 88 / 256 probability that "2 games" will be won as the number of additional games, there is a 32 / 256 probability that "3 games" will be won, and there is an 8 / 256 probability that "10 games" will be won, and if a strong rare role is won, there is a 192 / 256 probability that "2 games" will be won as the number of additional games, there is a 48 / 256 probability that "3 games" will be won, and there is a 16 / 256 probability that "10 games" will be won. In this way, if a player wins a combination with a low probability of winning, the player has a higher probability of winning the additional lottery and also has a higher probability of having a large number of games added, so the winning combination can attract attention, increasing the interest of the game and the player's sense of expectation.
[0173] If the player wins the additional lottery, the subtraction of the remaining number of games in the ST state to which the player will next transition will be made is controlled to stop by the number of additional games won. In other words, in the ST state to which the player transitions next after the CB state ends, the stay period will be extended by a predetermined number of games (+α) in addition to the specified number of games (30 games) in the ST state. For example, if the number of added games is "10 games," the subtraction of the remaining number of games in the ST state will not start until 10 games have been consumed after entering the ST state. In this way, the more additional games won in the ST game number addition lottery, the more advantageous the game progress will be for the player in the ST state to which the player subsequently transitions. Details of the addition control process during the ST state will be described later.
[0174] In addition, by not notifying the player of the number of added games during the CB state, it is possible to give the player a sense of anticipation for a long stay in the ST state to which the player will next transition. However, this is not limited to this, and the number of added games may also be notified. In addition, even if the right to transition to the ST state has already been granted in the CB state, a lottery for the ST state may be held. In this case, by allowing multiple ST state transition rights to be stocked, the stock may be consumed at the end of the ST state, and the ST state may continue.
[0175] (ST state) Although the ST state (first game state) is controlled by non-AT, it is positioned as a special time because it is a game state that is likely to transition to a pseudo-bonus state. The maximum number of games that can be played in ST mode is 30+α. The number of "+α" games is the number of games until the additional number of games is consumed. The ST state continues until the number of available plays is exhausted, and during this time, a game with the possibility of transitioning to a pseudo bonus state is executed. In addition, the ST state has the so-called ST type game characteristics, and when it transitions to the pseudo bonus state, the specified number of games (30 games) is reset after the pseudo bonus state ends. In other words, as long as you continue to win the pseudo bonus state during the ST state, you will be looped between the ST state and the pseudo bonus state.
[0176] In the ST state, if a predetermined condition is met, the state is controlled to transition to a pseudo bonus state. The predetermined condition is, for example, a condition that can be met when a red 7 replay role is won and the player performs a stop operation by pressing the buttons in reverse. The predetermined condition is not limited to this, and may be a condition that can be established only when the red 7 replay role is won. In the ST state, if a predetermined condition is met, the main control unit 10 grants the right to transition to the pseudo bonus state, and controls the transition to the pseudo bonus state from the next game (arrow f in FIG. 32). In addition, even if the red 7 replay role is won in the ST state, if the remaining number of games in the ST state is consumed without transitioning to the pseudo bonus state (hereinafter referred to as a "break"), the main control unit 10 will control the transition to the pseudo bonus state from the next game.
[0177] In ST state, just like in CB state, a lottery is held to add to the number of ST games. Specifically, the main control unit 10 refers to the "ST game number addition lottery table" (FIG. 35) to perform a lottery based on the winning combination of the current game. If you win the bonus lottery during ST state, the subtraction of the remaining games in ST state will be stopped by the number of bonus games you won. For example, if you win "3 games" as the bonus game number, the subtraction of the remaining games in ST state will not start until the next 3 games have been played.
[0178] Next, with reference to FIGS. 39 to 41, examples of effects executed on the display device 8 during the ST state will be described. As shown in Figure 39, during the ST state, for example, the number of remaining games 101 is displayed in the upper left of the screen, the specific lottery result history 102 is displayed in the upper center of the screen, the difference in the number of coins that can be won next time 103 is displayed in the upper right of the screen, and the ST level 104 is displayed in the lower left of the screen. In addition, in the center of the screen, an effect image that allows you to recognize that you are in the ST state is displayed. The effect image is, for example, a predetermined character image (still image or video), and an image is displayed to notify you that you have won a small role or a rare role, or to increase your expectations for the transition to the pseudo bonus state.
[0179] The remaining number of games 101 is a value indicating the number of remaining games in the ST state, and is a value based on the value of the counter D. The specific lottery result history 102 is information indicating whether or not the right to transition to the pseudo bonus state has been acquired during the ST state. Specifically, after entering the ST state, if the red 7 replay role is won, a winning image (for example, "V") is displayed, and if the red 7 replay role is not won, the winning image is not displayed. For example, the examples shown in Figures 39(a) and 39(c) show a situation where the red 7 replay role is not won (the right to transition to the pseudo bonus state is not acquired), and the example shown in Figure 39(b) shows a situation where the red 7 replay role is won (the right to transition to the pseudo bonus state is acquired). In addition, the specific lottery result history 102 is assumed to display "V" when the red 7 replay role is won for the first time after entering the ST state, but it is not limited to this, and the "V" may be displayed when the player performs a stop operation in accordance with the avoidance navigation (see Figure 40) for the first time after winning the red 7 replay role. Furthermore, the timing of the "V" display is assumed to be after the third reel is stopped in a game in which the red 7 replay role is won, but it is not limited to this. It may be displayed in response to the operation of the start lever 3, and then sequential push navigation (avoidance navigation, aim navigation) may be displayed to let the player recognize that they have acquired the right to transition to a pseudo-bonus state, after which they may be asked to select the stopping operation mode.
[0180] The next obtainable difference number 103 indicates the initial difference number of coins in the pseudo bonus state if the current game transitions to the pseudo bonus state. The display content of the difference in the next winable coin number 103 changes depending on the value of the remaining number of games 101. Specifically, if the number of remaining games 101 is between 29 and 21 games, it will display "100 coins with this bonus next time," if the number of remaining games 101 is between 20 and 11 games, it will display "200 coins with this bonus next time," if the number of remaining games 101 is between 10 and 1 game, it will display "300 coins with this bonus next time," if the number of remaining games 101 is 0 games, it will display "500 coins with this bonus next time," and if the number of remaining games 101 is displayed as "∞," it will display "50 coins with this bonus next time." For example, in the example shown in Figure 39(a), the number of remaining games is 29 (1 play), and if the current game transitions to a pseudo-bonus state, the initial difference in the number of coins in that pseudo-bonus state is set to 100 coins. This eliminates the need for the player to remember the initial difference in the number of coins awarded for each remaining number of games in the ST state, and by checking the difference in the number of coins that can be acquired next time 103, the player can easily recognize the initial difference in the number of coins that will be awarded if the game now transitions to the pseudo bonus state.
[0181] The ST level 104 indicates the current ST level. The ST level is a parameter that affects the progress of the game, and is set, for example, in 10 stages (level 1 to level 10). In addition, the ST level is controlled so that the higher the determined level, the higher the expectation of the continuation of the ST state. Therefore, the player plays the game in the hope that the ST level will reach its maximum value during the ST state. The ST level 104 is shown as, for example, 10 circularly divided regions, with each region being represented as level 1, as shown in Figure 39. For example, the example shown in Figure 39 indicates that the ST level is level 1. The display manner of the ST level is not limited to this, and may be indicated by a specific numerical value (e.g., "LV1"), or may be indicated by the background color of the screen (e.g., levels 1-3 = blue, levels 4-5 = yellow, levels 6-7 = green, levels 8-9 = red, level 10 = rainbow), etc. The ST level is expected to be reset (to level 1) when the ST state extension lottery described below ends, or when the ST state ends and the game transitions to normal game state, but this is not limited to this, and whether or not to reset may also be determined by lottery.
[0182] Also, in the ST state, as described above, if an additional number of games has been acquired, the subtraction of the remaining number of games in the ST state is controlled to stop by the number of additional games. In this case, for example, as shown in Figure 39(c), the sub-control unit 20 displays text information 105 (e.g., "HOLD") superimposed on the display area for the remaining number of games 101 for the period until the additional number of games has been played. In this way, by displaying "HOLD" in the display area for the remaining number of games 101, it is possible to inform the player that the subtraction of the remaining number of games in the ST state has stopped (interrupted). It should be noted that the display of "HOLD" is not the only option, and that the subtraction of the remaining number of games may be stopped by, for example, displaying the remaining number of games 101 in a different color (e.g., gray) than usual, or by displaying the remaining number of games 101 in a larger size than usual, etc. Furthermore, without being limited to this, a portion of the remaining number of games 101 may be displayed so as to be visible.
[0183] (Transition control to pseudo bonus state) Next, the transition control to the pseudo bonus state during the ST state will be explained. The medal-less gaming machine 1 according to this embodiment allows the player to select whether or not to transition to the pseudo bonus state during the ST state. Specifically, in a game in which a red 7 replay role is won, which is the timing to transition to the pseudo bonus state, push order navigation ("avoidance navigation" and "aim navigation") is executed, and if the player performs a stop operation by pressing backwards in accordance with the aim navigation, the system is controlled to transition to the pseudo bonus state; on the other hand, if the player performs a stop operation by pressing backwards (for example, pressing forwards) in accordance with the avoidance navigation, the system is controlled to maintain the ST state without transitioning to the pseudo bonus state.
[0184] As mentioned above, the initial difference in the number of coins in the pseudo bonus state is determined according to the number of games played in the immediately preceding ST state (number of remaining games). For example, the more games played in the ST state (the fewer the number of remaining games), the larger the initial difference in the number of coins is determined. Therefore, during the ST state, the player will play in the hope of playing as many remaining games as possible and then transitioning to the pseudo bonus state. However, on the other hand, if the right to transition to the pseudo-bonus state is acquired by winning the red 7 replay role ("V" is displayed in the specific lottery result history 102), but the transition to the pseudo-bonus state cannot be made before all the remaining games are played (hereinafter referred to as a "puncture"), the initial difference in the number of coins will be set to a smaller value (for example, 50 coins) compared to when there is no puncture (see Figure 37). Therefore, during the ST state, the player will play with the aim of transitioning to the pseudo-bonus state when the number of remaining games is as close to the ending value (e.g., "0") as possible, while avoiding a crash.
[0185] Next, referring to Figure 40, an example of the presentation at the timing of transition to the pseudo bonus state during the ST state will be described. FIG. 40(a) shows an example of a screen display when the number of games remaining in the ST state is 29 to 11 games, and FIG. 40(b) shows an example of a screen display when the number of games remaining in the ST state is 10 or more games.
[0186] As shown in FIG. 40, when a red 7 replay combination is won, the sub-control unit 20 executes push order navigation (avoidance navigation 106 and aim navigation 107). The avoidance navigation 106 is displayed in response to the operation of the start lever 3, and includes an image (for example, a "miss" image or a "push in order" image) that prompts a stop operation to avoid transition to a pseudo bonus state. When the player performs an operation in accordance with the avoidance navigation 106, the replay combination is stopped and displayed, and the ST state is controlled to continue. The aim navigation 107 is displayed in response to the operation of the start lever 3, and includes an image (for example, an "Aim for 7!" image or a "Reverse Push" image) that prompts a player to perform a stop operation that can transition to a pseudo bonus state. When the player performs an operation according to the aim navigation 107, if the eye-pushing is successful, a red 7 alignment is displayed and the game is controlled to transition to a pseudo bonus state. In addition, when the stop operation is performed by pressing the buttons in reverse, even if the red 7s do not stop due to an incorrect pressing operation, it is assumed that the system will transition to the pseudo bonus state, but this is not limited to this, and the system may be configured to transition to the pseudo bonus state only when the red 7s stop.
[0187] Moreover, the display mode of the avoidance navigation 106 and the aim navigation 107 differs depending on the number of games remaining in the ST state. For example, as shown in FIG. 40(a), when the number of remaining games is 29 to 11 (first number of games played), the avoidance navigation 106 is displayed in a highlighted manner, and the aim navigation 107 is displayed in a non-highlighted manner. Specifically, in the avoidance navigation 106, the "miss" image and the "press forward" image are enlarged and displayed in an attention-grabbing color, thereby highlighting the image, and in the target navigation 107, the "aim for 7!" image and the "press backward" image are reduced in size and displayed in a dark color or in a manner that is difficult to see, thereby not highlighting the image. On the other hand, for example, as shown in FIG. 40(b), when the number of remaining games is 10 or more (second number of games played), the avoidance navigation 106 is displayed in a non-highlighted manner, and the aim navigation 107 is displayed in a highlighted manner. Specifically, in the avoidance navigation 106, the "miss" image and the "press forward" image are reduced in size and displayed in a dark color or in a manner that makes them difficult to see, thereby making them non-highlighted, and in the target navigation 107, the "aim for 7!" image and the "press backward" image are enlarged and displayed in an attention-grabbing color, thereby making them highly visible. In other words, when a pseudo-bonus state transition role (red 7 replay role) is won, if the number of plays is relatively small, a presentation will be executed that encourages the player to avoid transitioning to the pseudo-bonus state, and if the number of plays is relatively large, a presentation will be executed that encourages the player to transition to the pseudo-bonus state. By executing the push order navigation (avoidance navigation 106, aim navigation 107) in this display mode, the player can sense that he or she can choose whether or not to transition to the pseudo bonus state. Furthermore, in the current game, the player can recognize which operation mode is more advantageous to select, and can therefore be mindful of careful operation.
[0188] Also, although not shown, when the number of remaining games is 0 or more (including when the number of remaining games 101 is displayed as "∞" (the infinite ST state described below)), the avoidance navigation 106 is hidden and the aim navigation 107 is highlighted. In this case, it is assumed that the pseudo-bonus state will be entered even if the buttons are pressed in a sequence other than reverse, but this is not limited to this. If the avoidance navigation 106 is displayed and the player performs a stop operation by pressing buttons in the correct sequence in accordance with the avoidance navigation, the pseudo-bonus state will not be entered.
[0189] In this way, in the ST state, the player can select whether or not to transition to the pseudo bonus state by selecting the push order. In other words, the player can select the benefit (initial difference in the pseudo bonus state) by themselves. In other words, the player can choose whether to avoid transitioning to the pseudo bonus state and continue playing in the ST state in order to obtain a larger benefit (the initial difference in the number of coins in the pseudo bonus state), or to transition to the pseudo bonus state with the current benefit (the initial difference in the number of coins in the pseudo bonus state) while avoiding a blowout. This makes it possible to realize a tense gaming experience due to the occurrence of a puncture, and also increases the expectation of winning a large bonus (initial difference in number of coins), thereby improving the entertainment value of the game.
[0190] Also, in the ST state, if the right to move to the pseudo bonus state has not been acquired by winning the red 7 replay role by the final game ("V" is not displayed in the specific lottery result history 102), and if the red 7 replay role is not won in the final game, a lottery to extend the ST state will be held. Specifically, the main control unit 10 refers to the "ST state extension lottery table" (FIG. 36) to perform a lottery based on the current ST level. As shown in FIG. 36, for example, when the ST level is level 1, the probability of winning is 25 / 256, and when it is level 10, the probability of winning is fixed (256 / 256). Although a detailed description will be omitted, when the ST level is level 2 to level 10, the lottery is also executed with the respective probabilities as shown in the figure. In this way, the higher the ST level, the easier it is to win. However, without being limited to this, it is also possible to make it easier to win as the ST level is lower.
[0191] If the ST state extension lottery is won, the ST state is extended until the Red 7 Replay combination is won, which is called the infinite ST state. If the Red 7 Replay combination is won during the infinite ST state, the main control unit 10 controls to transition to the pseudo bonus state (arrow f in Figure 32). On the other hand, if the ST state extension lottery is not won, the main control unit 10 controls the transition to the normal gaming state after the ST state ends (arrow g in FIG. 32).
[0192] Next, referring to Figure 41, we will explain an example of the performance during the infinite ST state. Figure 41(a) shows an example screen of the final game of the ST state (number of remaining games 101 = 0 games), and shows a situation where the right to transition to the pseudo-bonus state has not been acquired by winning the red 7 replay role by the final game ("V" is not displayed in the specific lottery result history 102), and the red 7 replay role has not been won in the final game. If the ST state extension lottery is won in the final game of the ST state, text information such as "Not yet!" will be displayed on the screen as shown in Figure 41(b), informing the player that the ST state will continue. Then, from the next game, the game will be controlled to an infinite ST state, and for example, as shown in Figure 41(c), the number of remaining games 101 will display "∞", and the difference in the number of coins that can be won next time 103 will display "50 coins next time with the current bonus."
[0193] The ST state can also be controlled as follows. The display mode of the avoidance navigation 106 and the aim navigation 107 is assumed to change according to the value of the remaining number of games 101, but this is not limited to this, and the display mode may also change according to a value that includes, in addition to the value of the remaining number of games 101, the number of games (additional number of games) for which the subtraction of the remaining number of games in the ST state has stopped. In addition, if a puncture occurs in the ST state, it is assumed that the state will transition to a pseudo-bonus state, but this is not limited to this, and the ST state may continue (30 games may be reset) without transitioning to the pseudo-bonus state. In addition, when a pseudo-bonus state transition role is won, a navigation lottery is held with a predetermined winning probability (for example, 50%), and only if the navigation lottery is won, the push order navigation (avoidance navigation 106 and aim navigation 107) may be executed. In addition, in the ST state, a normal probability state in which the probability of transition to the pseudo bonus state is relatively low and a high probability state in which the probability is relatively high may be provided. The transition of the probability state may be controlled so that, for example, when a rare role is won, a transition (promotion) from the normal probability state to the high probability state occurs with a predetermined probability, and, for example, when a replay role is won, a transition (demotion) from the high probability state to the normal probability state occurs with a predetermined probability. When the control is made to a high probability state, for example, the navigation lottery may be set to have a 100% probability of winning. Furthermore, when controlled to a high probability state, for example, in a simulated game, the aim navigation 107 may be executed with a higher probability than in a normal probability state. In addition, when controlled to a high probability state, other roles (for example, one-piece roles) may be included as pseudo-bonus state transition roles.
[0194] (pseudo bonus state) The pseudo bonus state (second gaming state) is a gaming state controlled by the AT, in which it is extremely easy to win medals. The pseudo-bonus state is managed by the difference in the number of coins, and the game progresses as the remaining difference in the number of coins fluctuates (the value of counter E is subtracted or added) depending on the winning role of the current game, and continues until the remaining difference in the number of coins reaches the end value (for example, "0"). Then, in the pseudo bonus state, when the remaining difference number of coins reaches the end value, the main control unit 10 controls to transition to the ST state (arrow h in FIG. 32).
[0195] (Provisions for the initial difference in the number of pseudo-bonus sheets) At the start of the pseudo bonus state, an initial difference in number of coins (variable value) is defined as the remaining difference in number of coins. As mentioned above, the initial difference in the number of coins in the pseudo bonus state is determined based on the number of games played during the ST state that was last played (the value of counter D). In other words, the difference in the number of coins that can be acquired during the current pseudo bonus state is determined at the start of the pseudo bonus state. Specifically, as shown in Figure 37, if the number of plays in the ST state is 1 to 9 (number of remaining games is 29 to 21 games), "100 coins" is specified, if the number of plays is 10 to 19 (number of remaining games is 20 to 11 games), "200 coins" is specified, if the number of plays is 20 to 29 (number of remaining games is 10 to 1 game), "300 coins" is specified, if the number of plays is 30 (number of remaining games is 0 games), "500 coins" is specified, and if the number of plays is 31 or more (number of remaining games is displayed as "∞"), "50 coins" is specified. In addition, if a puncture occurs during the ST state, a value (second value = "50 coins") smaller than the value (first value) that would be obtained if the puncture did not occur and the game entered the pseudo-bonus state is set.
[0196] In this way, when entering the pseudo-bonus state, the medal-less gaming machine 1 of this embodiment can vary the size of the bonus awarded (for example, the initial difference in the number of coins in the pseudo-bonus state) depending on the number of times the ST state was played immediately before. Specifically, the greater the number of times the ST state was played immediately before, the greater the initial difference in number of coins that is defined. However, without being limited to this, the smaller the number of times the game was played, the greater the initial difference in number of coins that is defined. This allows the size of the bonus (initial difference in number of coins in the pseudo bonus state) to be granted to vary depending on the timing of breaking through the ST state, thereby preventing the game in the ST state from becoming monotonous and increasing the interest in the game.
[0197] Furthermore, even if a puncture occurs in the ST state, the game is controlled to transition to the pseudo-bonus state, so the player can actively avoid transitioning to the pseudo-bonus state in order to obtain a large benefit (the initial difference in the number of coins in the pseudo-bonus state) during the ST state. In addition, in the pseudo-bonus state (special second game state) that is entered when a puncture occurs, a smaller benefit (initial difference in the pseudo-bonus state) is awarded than when a puncture does not occur. For example, a minimum initial difference in the number of coins (e.g., 50 coins) is specified. This prevents excessive benefits from being given to the player, providing a balanced gameplay.
[0198] During the pseudo bonus state, as shown in FIG. 42, for example, the difference in the number of coins that can be won 108 is displayed in the upper left of the screen, the total number of coins won 109 is displayed in the upper right of the screen, and the ST level 104 is displayed in the lower left of the screen. The obtainable difference number 108 indicates the number of coins that can be obtained during the current pseudo bonus state, and specifically, is the value of counter E. The total number of coins won (109) is the number of coins won from the first entry into the CB state until the ST state ends and the game transitions to the normal game state. In other words, it shows the number of coins won in the CB state, ST state, and pseudo bonus state until the end of the pseudo bonus state is confirmed. An effect image is displayed in the center of the screen. The effect image is, for example, a predetermined image (still image or video) that notifies the player that a small role or rare role has been won, or an image that increases the player's expectations for winning the additional lottery is displayed.
[0199] In the pseudo-bonus state, if a rare role is won, a lottery to advance to the ST level will be held. Specifically, the main control unit 10 refers to the "ST level promotion lottery table" (FIG. 38) to perform a lottery based on the current ST level and the setting value set in the probability setting device 16. For example, as shown in Figure 38(a), if the ST level is level 1 to 5 and a weak rare role is won, the probability of winning (promotion) is 16 / 256, if the ST level is level 6 to 8 and a weak rare role is won, the probability of winning (promotion) is 8 / 256, and if the ST level is level 9 and a weak rare role is won, the probability of winning (promotion) is 4 / 256. In this way, the lower the ST level, the easier it is to win. However, without being limited to this, it is also possible to make it easier for the higher the ST level to win, or the probability of winning may be uniform.
[0200] Also, as shown in Figure 38(b), if the ST level is level 1 to 9 and a strong rare role is won, the probability of winning (promotion) is 16 / 256 in the case of setting 1, and the probability of winning (promotion) is 56 / 256 in the case of setting 6. Although detailed explanation is omitted, when the setting value is set to settings 2 to 5, the lottery is also executed with the respective probabilities as shown in the figure. In this way, the higher the set value set in the probability setting device 16, the easier it is to win, so the player can also guess the set value, which can increase the player's expectations.
[0201] If the ST level promotion lottery is won, the main control unit 10 promotes the ST level by +1. However, this is not limitative, and the ST level may be promoted by +2 or more. There may also be cases where the ST level is demoted. For example, if a player does not win the ST level promotion lottery, there may be a 10 / 100 chance of winning "-1 demotion," a 1 / 100 chance of winning "-2 demotion," and an 89 / 100 chance of winning "maintain current status."
[0202] Also, in the pseudo-bonus state, if the ST level is level 10, a lottery to add to the number of ST games is held, just like in the CB state. Specifically, the main control unit 10 refers to the "ST game number addition lottery table" (FIG. 35) to perform a lottery based on the winning combination of the current game. If the player wins the bonus lottery, the subtraction of the remaining number of games in the next ST state will be stopped by the number of bonus games won.
[0203] (Ending state) The ending state is a game state that is controlled by the AT and can be entered when the end of the advantageous period is approaching, and is positioned as the end of a game state that is advantageous to the player. The ending state is entered when the ending limiter is reached during the advantageous zone, and continues until the advantageous zone limiter is reached. Specifically, when the value indicated by counter B reaches a predetermined value (for example, +2200 coins) (reaching the ending limiter), a predetermined game state is entered (arrow i in Figure 32), and when the value indicated by counter B reaches a specific value (+2400 coins) (reaching the advantageous zone limiter), the game ends. When the advantageous section limiter is reached, the main control section 10 terminates the advantageous section and controls to transition to a non-advantageous state (arrow j in FIG. 32). Also, during the ending state, basically, various lotteries regarding the number of balls to be dispensed are not executed, but this is not limitative, and various lotteries regarding the number of balls to be dispensed may be executed. For example, a lottery for adding the difference in the number of coins may be executed based on the winning combination. The difference in the number of coins awarded by the lottery for adding the coins is not limited to values such as 10, 20, 50, 100, etc., and may be the difference in the number of coins up to the advantageous zone limiter. The medalless gaming machine 1 of the third embodiment is configured as described above.
[0204] As explained above, the medalless gaming machine 1 of this embodiment can vary the size of the bonus (for example, the initial difference in the number of coins in the pseudo bonus state) awarded depending on the number of times the game is played in the ST state when transitioning from the ST state to the pseudo bonus state due to the fulfillment of predetermined conditions. This allows the degree of advantage of the bonus to be given to vary depending on the timing of breaking through the ST state, thereby preventing the game in the ST state from becoming monotonous and increasing the interest in the game.
[0205] In contrast to this, a patent document (JP Patent Publication No. 2022-37774) discloses a conventional gaming machine that controls the game to a specific gaming state (AT, etc.) that is advantageous to the player when a specific condition is met before the number of games in the ST state reaches "0." However, in this gaming machine, the same bonus is awarded regardless of when the specific conditions are met, which could make playing in the ST state monotonous and lead to a loss of interest. In this way, the medal-less gaming machine 1 of this embodiment can solve all or part of the problems that need to be improved in conventional gaming machines.
[0206] (Fourth embodiment) Next, a fourth embodiment will be described with reference to FIGS. The medal-less gaming machine 1 according to the fourth embodiment differs from the medal-less gaming machine 1 according to the third embodiment mainly in the following points. -There are three types of ST states (lower ST state, middle ST state, and upper ST state). In addition to the Red 7 Replay role, there are also Yellow 7 Replay and Blue 7 Replay roles that can be used to transition into a pseudo-bonus state. There are three types of pseudo-bonus states (lower pseudo-bonus state, middle pseudo-bonus state, and higher pseudo-bonus state). Therefore, apart from these points, the medal-less gaming machine 1 is the same as the medal-less gaming machine 1 of the third embodiment described above, so only the differences will be explained below.
[0207] (Winning combination and corresponding symbols) Each winning combination and the corresponding symbol combination will be explained below. As shown in Figure 43, the medalless gaming machine 1 of this embodiment differs from the medalless gaming machine 1 of the third embodiment in that the winning roles include a "Yellow 7 Replay Role" and a "Blue 7 Replay Role." The other winning combinations are the same as those in the third embodiment, so the explanation will be omitted.
[0208] The "Yellow 7 Replay" and "Blue 7 Replay" are push order replay roles in which a combination of symbols is achieved by following a specific push order. When a Yellow 7 Replay or Blue 7 Replay role is won, the stop buttons 5a-5c are operated in one (1 / 6) of six possible push orders (for example, "5c → 5b → 5a" (reverse push)), and the corresponding symbol combination is stopped and displayed. As the corresponding symbol combination, for example, "Yellow 7 · Yellow 7 · Yellow 7" (Yellow 7 alignment) is set for the Yellow 7 Replay role, and for example, "Blue 7 · Blue 7 · Blue 7" (Blue 7 alignment) is set for the Blue 7 Replay role. On the other hand, when the stop button 5 is pressed in any of the other five (5 / 6) ways, the corresponding symbol combination is not displayed, and the symbol combination of "replay replay replay" (replay match) stops, just like the replay role. If you win the Yellow 7 Replay or Blue 7 Replay role, you will be able to play the next game again without inserting any medals. Moreover, as shown in FIG. 44, the winning probability is set so that the relationship is as follows: Replay combination > Red 7 Replay combination > Yellow 7 Replay combination > Blue 7 Replay combination.
[0209] (Details of each game state) Next, with reference to FIG. 45, each gaming state of the medal-less gaming machine 1 according to this embodiment and transitions between each gaming state will be described.
[0210] (CB state) In the CB state, an ST state lottery is executed as in the third embodiment, and if the lottery is won, the main control unit 10 executes an ST type lottery to determine the type of ST state (the destination of the game state to be transitioned to). Specifically, the main control unit 10 performs a lottery based on the setting value set in the probability setting device 16 by referring to the "ST state type lottery table (CB state)" (FIG. 46). For example, as shown in Figure 46, when setting 1 is set, the "lower ST state" is selected with a probability of 253 / 256, the "middle ST state" is selected with a probability of 1 / 256, and the "upper ST state" is selected with a probability of 2 / 256. Although detailed explanation is omitted, when the setting value is set to settings 2 to 6, the lottery is also executed with the respective probabilities as shown in the figure. In this way, the higher the set value set in the probability setting device 16, the more advantageous the transition state (middle ST state, upper ST state) for the player will be selected.
[0211] Then, if "lower ST state" is selected in the ST state type lottery, the main control unit 10 controls the transition to the lower ST state from the next game, if "middle ST state" is selected, controls the transition to the middle ST state from the next game, and if "higher ST state" is selected, controls the transition to the higher ST state from the next game (arrow e in Figure 45). In this way, the medal-less gaming machine 1 of this embodiment is capable of transitioning from the CB state to multiple ST states with different degrees of advantage, thereby diversifying the gameplay and increasing the excitement of the game and the player's sense of expectation.
[0212] (ST state) The ST state includes a lower ST state, a middle ST state, and an upper ST state. The maximum number of games that can be played in each ST state is 30+α. The number of "+α" games is the number of games until the additional number of games is consumed. The lower ST state is controlled to non-AT, the middle ST state is controlled to a partial AT that executes push order navigation only when push order bell role A is won and does not execute push order navigation when push order bell role B is won, and the upper ST state is controlled to AT. In other words, the game states that are advantageous to the player are the upper ST state, the middle ST state, and the lower ST state in that order. In addition, the higher ST state is entered when the conditions for transitioning to the advantageous zone are met while the machine is in the non-advantageous state and the machine is controlled to be in the bonus winning state (arrow b in Figure 45). In other words, after the opening of business (first thing in the morning) when the bonus winning state is reached, the right to transition to the higher ST state is granted when the machine transitions to the advantageous zone, making the state advantageous.
[0213] In the ST state, if a predetermined condition is met, the state is controlled to transition to a pseudo bonus state. The predetermined condition is, for example, a condition that can be established when any of the Red 7 Replay, Yellow 7 Replay, and Blue 7 Replay combinations is won and the player performs a stop operation by pressing the reels backwards. In other words, the Red 7 Replay, Yellow 7 Replay, and Blue 7 Replay combinations function as pseudo-bonus state transition combinations. The predetermined condition is not limited to this, and may be a condition that can be established only when any one of the red 7 replay role, the yellow 7 replay role, and the blue 7 replay role is won. In addition, in this embodiment, in the lower ST state, the red 7 replay role functions as a pseudo bonus state transition role, in the middle ST state, the red 7 replay role and the yellow 7 replay role function as pseudo bonus state transition roles, and in the higher ST state, the red 7 replay role, the yellow 7 replay role and the blue 7 replay role function as pseudo bonus state transition roles. In other words, the probability of winning a pseudo bonus during the ST state has the relationship: lower ST state < middle ST state < upper ST state.
[0214] In the ST state, if a predetermined condition is met, the main control unit 10 determines the type of pseudo bonus state (the destination of the game state). The type of pseudo-bonus state (the destination of the game state) is determined based on the sum of the "initial difference in number of coins determined according to the number of times the ST state is played" and the "initial difference in number of coins determined according to the type of pseudo-bonus state transition role." The "initial difference in number of coins determined according to the number of games played in the ST state" is determined according to the number of games played in the ST state (the value of the counter D) when a predetermined condition is met, as in the third embodiment described above. Therefore, the greater the number of games played in the ST state (the fewer the number of remaining games), the greater the initial difference in number of coins determined. The "initial difference in number of coins determined according to the type of pseudo-bonus state transition role" is determined according to the winning role of the game in which a predetermined condition is met. Specifically, when a red 7 replay role is won, "0 coins" is determined, when a yellow 7 replay role is won, "50 coins" is determined, and when a blue 7 replay role is won, "200 coins" is determined. If the total value of this initial difference in number of coins is, for example, 50 to 200 coins, the lower pseudo-bonus state is determined as the destination of the transition; if it is 250 to 450 coins, the middle pseudo-bonus state is determined as the destination of the transition; and if it is 500 coins or more, the higher pseudo-bonus state is determined as the destination of the transition. In other words, in the higher ST state, the Blue 7 Replay role functions as a pseudo-bonus state transition role, so a large initial difference in number of coins (200 coins) is likely to be determined as the "initial difference in number of coins determined according to the type of pseudo-bonus state transition role," making it easier for the player to transition to a pseudo-bonus state (mid-level pseudo-bonus state, higher-level pseudo-bonus state) that is advantageous to the player.
[0215] When the main control unit 10 determines the type of pseudo bonus state (the transition destination of the game state), it grants the right to transition to the pseudo bonus state and controls the transition to each pseudo bonus state (arrow f in FIG. 45). In this way, the medal-less gaming machine 1 of this embodiment is capable of transitioning from multiple ST states to multiple pseudo-bonus states with different degrees of advantage, thereby diversifying the gameplay and increasing the excitement of the game and the player's sense of expectation.
[0216] (Transition control to pseudo bonus state) In the medal-less gaming machine 1 according to this embodiment, similarly to the third embodiment described above, the player can select whether or not to transition to the pseudo bonus state during the ST state. Specifically, in a game in which one of the red 7 replay, yellow 7 replay or blue 7 replay roles, which is the timing to transition to the pseudo bonus state, is won, push order navigation ("avoidance navigation" and "aim navigation") is executed, and if the player performs a stop operation by pressing backwards in accordance with the aim navigation, the system controls to transition to the pseudo bonus state, while if the player performs a stop operation by pressing backwards (for example, pressing forwards) in accordance with the avoidance navigation, the system controls to maintain the ST state without transitioning to the pseudo bonus state.
[0217] Next, referring to Figure 48, we will explain an example of the presentation at the timing of transition to the pseudo bonus state during the ST state. When a pseudo bonus state transition role is won during the ST state, the sub-control unit 20 executes the following push order navigation (avoidance navigation 106 and aim navigation 107). For example, as shown in Figure 48(a), in the lower ST state, if a red 7 replay role is won and the number of remaining games is between 29 and 11 games (first number of games played), the avoidance navigation 106 is displayed in a highlighted manner, and the aim navigation 107 is displayed in a non-highlighted manner. On the other hand, as shown in Figure 48(b), in the lower ST state, if the red 7 replay role is won and the number of remaining games is 10 or more (second number of games played), the avoidance navigation 106 is displayed in a non-highlighted mode, and the aim navigation 107 is displayed in a highlighted mode. Also, as shown in Figure 48(c), in the middle ST state, if a red 7 replay role or a yellow 7 replay role is won and the number of remaining games is 29 to 9 games (first number of games played), the avoidance navigation 106 is displayed in a highlighted manner, and the aim navigation 107 is displayed in a non-highlighted manner. On the other hand, as shown in Figure 48(d), in the middle ST state, if a red 7 replay role or a yellow 7 replay role is won and the number of remaining games is 8 games or more (second number of games played), the avoidance navigation 106 is displayed in a non-highlighted mode, and the aim navigation 107 is displayed in a highlighted mode. Also, as shown in Figure 48(e), in the higher ST state, if a red 7 replay role, a yellow 7 replay role, or a blue 7 replay role is won and the number of remaining games is 29 games to 7 games (first number of games played), the avoidance navigation 106 is displayed in a highlighted manner, and the aim navigation 107 is displayed in a non-highlighted manner. On the other hand, as shown in Figure 48 (f), in the higher ST state, if the red 7 replay role, yellow 7 replay role or blue 7 replay role is won and the number of remaining games is 6 games or more (second number of games played), the avoidance navigation 106 is displayed in a non-highlighted mode and the aim navigation 107 is displayed in a highlighted mode.
[0218] In the examples shown in Figures 48(c) and (d), the display mode when a yellow 7 replay role is won is shown, but when a red 7 replay role is won, a notification is made in Aim Navi 107 encouraging the red 7 symbol to be played. In addition, the examples shown in Figures 48(e) and (f) show the display mode when a blue 7 replay role is won, but when a red 7 replay role or a yellow 7 replay role is won, a notification prompting a red 7 symbol or a yellow 7 symbol is made in Aim Navi 107.
[0219] In this way, in this embodiment, as in the third embodiment, when a pseudo bonus state transition role is won, if the number of times played in the ST state is relatively small, a presentation is executed that encourages avoiding transition to the pseudo bonus state, and if the number of times played in the ST state is relatively large, a presentation is executed that encourages transition to the pseudo bonus state. In addition, in this embodiment, since the transition to the pseudo-bonus state is most likely to occur in the order of upper ST state, middle ST state, and lower ST state, the timing at which Aim Navigation 107 is executed in a highlighted display mode is controlled to be delayed in this order. This allows the player to play the game without being aware of the timing of the transition to the pseudo bonus state for each type of ST state in which the player is staying.
[0220] Also, for example, since the probability of winning the pseudo-bonus state transition role is low while in a lower ST state, if the push order navigation (avoidance navigation 106 and aim navigation 107) occurs, the player can immediately proceed with the transition to the pseudo-bonus state by performing the stopping operation according to the aim navigation 107. On the other hand, while in the higher ST state, there is a high probability of winning the pseudo-bonus state transition role, so when the push order navigation (avoidance navigation 106 and aim navigation 107) occurs, the player can avoid transitioning to the pseudo-bonus state and continue the ST state by performing the stopping operation according to the avoidance navigation 106, aiming to obtain a large bonus (the initial difference in the number of coins in the pseudo-bonus state).
[0221] In this manner, in this embodiment, as in the third embodiment, the player can select whether or not to transition to the pseudo bonus state by selecting the order in which buttons are pressed in the ST state. Furthermore, the timing of transition to the pseudo-bonus state can be varied depending on the type of ST state in which the player remains, thereby increasing the expectation of winning a large bonus (the initial difference in the number of coins in the pseudo-bonus state). In addition, depending on the type of pseudo bonus state transition role, it is possible to increase the expectation of winning a large bonus (initial difference in the number of coins in the pseudo bonus state). Therefore, it is possible to prevent the game in the ST state from becoming monotonous, and to increase the interest in the game.
[0222] The ST state can also be controlled as follows. When a Yellow 7 Replay role or a Blue 7 Replay role is won, the timing at which the Aim Navigator 107 is displayed in a highlighted manner may be earlier than the timing described above. For example, when a Yellow 7 Replay role is won, the Aim Navigator 107 may be displayed in a highlighted manner when the number of games remaining in the ST state is 10 or more, and when a Blue 7 Replay role is won, the Aim Navigator 107 may be displayed in a highlighted manner when the number of games remaining in the ST state is 12 or more. Furthermore, when the transition to the pseudo bonus state is confirmed, the timing at which the target navigation 107 is displayed in a highlighted manner may be later than the timing described above. For example, when the ST level is level 10 or when the right to transition to the pseudo bonus state is acquired by winning a pseudo bonus state transition role ("V" is displayed in the specific lottery result history 102), the target navigation 107 may be displayed in a highlighted manner when the number of games remaining in the ST state is 5 or more. In addition, in the lower ST state, the Yellow 7 Replay role may function as a pseudo-bonus state transition role, and in the lower ST state and the middle ST state, the Blue 7 Replay role may function as a pseudo-bonus state transition role. However, in this case, it is preferable that the winning probability of the pseudo-bonus state has the relationship of lower ST state < middle ST state < upper ST state.
[0223] (pseudo bonus state) The pseudo bonus states include a lower pseudo bonus state, a middle pseudo bonus state, and a higher pseudo bonus state. As mentioned above, the pseudo-bonus state to be entered out of the three types is determined based on the sum of the "initial difference in number of coins determined according to the number of plays in the ST state" and the "initial difference in number of coins determined according to the type of pseudo-bonus state transition role." Specifically, if the total value of the initial difference in number of coins is between 50 and 200, the game will enter a lower pseudo-bonus state; if it is between 250 and 450 coins, the game will enter a middle pseudo-bonus state; and if it is 500 coins or more, the game will enter a higher pseudo-bonus state. In addition, the initial difference in the number of coins to enter the pseudo bonus state is determined by the sum of the "initial difference in the number of coins determined according to the number of times the ST state is played" and the "initial difference in the number of coins determined according to the type of pseudo bonus state transition role."
[0224] For example, if you win the blue 7 replay role in the 30th game of the higher ST state (when there are 0 games remaining) and gain the right to transition to the pseudo-bonus state, you will enter the higher pseudo-bonus state, where the initial difference in coins is set to 700 (500 coins (initial difference in coins determined based on the number of times you have played in the ST state) + 200 coins (initial difference in coins determined based on the type of role that transitions to the pseudo-bonus state)). Also, for example, if you win the yellow 7 replay role in the first game of a mid-level ST state (when there are 29 games remaining) and gain the right to transition to a pseudo-bonus state, you will enter a lower-level pseudo-bonus state in which the initial difference in coins is set to 150 (100 coins (the initial difference in coins determined based on the number of times the ST state is played) + 50 coins (the initial difference in coins determined based on the type of role that transitions to the pseudo-bonus state)). In addition, if the right to transition to the pseudo bonus state is acquired by winning a pseudo bonus state transition role after 31 games in the ST state (when the number of remaining games is displayed as "∞"), regardless of the type of pseudo bonus state transition role, the player will enter a lower pseudo bonus state in which an initial difference of 50 coins is specified. However, this is not limited to this, and the initial difference may be added depending on the type of pseudo bonus state transition role won.
[0225] In this way, the medalless gaming machine 1 of this embodiment can vary the size of the benefit (for example, the initial difference in the number of coins in the pseudo bonus state) awarded based on the total value of the ``initial difference in the number of coins determined according to the number of times played in the ST state'' and the ``initial difference in the number of coins determined according to the type of role that transitions to the pseudo bonus state.'' This allows the size of the benefit (initial difference in number of coins in the pseudo bonus state) to be granted to differ depending on the timing of breaking through the ST state and the type of pseudo bonus state transition role, thereby preventing the game in the ST state from becoming monotonous and increasing the interest in the game.
[0226] In the pseudo bonus state, at the end of the pseudo bonus state, an ST state type lottery is held to determine the type of ST state to which the player will transition. Specifically, the main control unit 10 refers to the "ST state type lottery table (pseudo bonus state)" (FIG. 47) to perform a lottery based on the type of pseudo bonus state that has ended. As shown in Figure 47, for example, if the type of pseudo-bonus state that has ended is a lower pseudo-bonus state, the probability of winning the "lower ST state" is 240 / 256, the probability of winning the "middle ST state" is 15 / 256, and the probability of winning the "higher ST state" is 1 / 256. Although detailed explanation is omitted, when the type of pseudo-bonus state that has ended is a medium-level pseudo-bonus state or a high-level pseudo-bonus state, a lottery is also conducted with the respective probabilities as shown in the figure. In this way, staying in a higher pseudo-bonus state (a pseudo-bonus state with a large number of winable coins) makes it easier for the player to transition to the ST state, which is advantageous for the player. This creates a situation where a large number of balls can be won, giving the player a sense of anticipation. Then, after the pseudo bonus state ends, the main control unit 10 controls the transition to the ST state determined in the ST state type lottery (arrow h in FIG. 45).
[0227] In addition, in the ST state type lottery, it may be possible to make it easier for a lower ST state to transition to a more advantageous ST state. Also, in the ST state type lottery, the lottery result may be one that does not reduce the ball output speed. For example, if the type of the pseudo bonus state that has ended is a middle pseudo bonus state, the lottery result may be set so that the "lower ST state" is not won, and if the type of the pseudo bonus state that has ended is a higher pseudo bonus state, the lottery result may be set so that only the "higher ST state" is won. The medalless gaming machine 1 of the fourth embodiment is configured as described above. The medal-less gaming machine 1 according to this embodiment can also have the same features as those of the third embodiment described above, and can achieve the same effects.
[0228] (Fifth embodiment) In this embodiment, a process for setting random numbers used in the various lotteries of the above-described embodiment will be described. FIG. 49 is a diagram illustrating the configuration of the main control board 505 of the gaming machine 501 of the fifth embodiment. FIG. 50 is a diagram illustrating the stored information related to random numbers in the register of the storage unit 509 of the fifth embodiment and its use. As shown in FIG. 49, the gaming machine 501 includes a main control board 505. The main control board 505 is an electric board, and is housed in a board case (not shown) and fixed inside the housing. The main control board 505 has a microcomputer 506 (game control means) mounted thereon. The microcomputer 506 is a one-chip microcomputer in which various devices (CPU, memory, input / output ports, timer, serial communication interface, etc.) are packaged on a single IC chip.
[0229] In the embodiment, a computer refers to an electronic calculator equipped with a storage device, a control device, an arithmetic device, etc., and the gaming machine 501, the main control board 505, and the microcomputer 506 (also referred to as each device) are equipped with a storage unit, a control unit, etc., and are included in the concept of a computer. Furthermore, each device is not limited to being configured by a single electronic computer, and may be configured by multiple electronic computers as necessary. The storage unit is a storage device such as a hard disk or semiconductor memory element for storing programs, information, etc. required for the operation of each device. The control unit is a device that performs the arithmetic processing required for the operation of each device and controls each device in an integrated manner. The control unit is composed of, for example, a CPU (Central Processing Unit). The control unit realizes various functions of the embodiment by appropriately reading and executing various programs stored in the storage unit.
[0230] The microcomputer 506 includes a fixed-length random number generation unit 507 (fixed-length random number generation means), a variable-length random number generation unit 508 (variable-length random number generation means), a memory unit 509 (information holding means), and a game control CPU 510. The fixed-length random number generation unit 507 and the variable-length random number generation unit 508 are composed of circuits, control devices, etc. that execute processes for generating and updating random numbers. The fixed-length random number generation unit 507 and the variable-length random number generation unit 508 can generate and update random numbers that can be used for determining game play, etc. In the embodiment, they can generate either 1-byte or 2-byte random numbers. The range of 1-byte random numbers is "0 to 255", and the range of 2-byte random numbers is "0 to 65535". The range of random numbers generated by fixed-length random number generation unit 507 is fixed, that is, the maximum value of the random number is either the upper limit value of 255 (1-byte random number) or 65535 (2-byte random number). Furthermore, fixed-length random number generation unit 507 can generate and update random numbers based on an internal clock, but cannot generate or update random numbers based on external clock 505a. The internal clock is a clock built into the microcomputer 506, while the external clock 505a is a clock mounted on the main control board 505 or the like.
[0231] The variable-length random number generation unit 508 can specify (change) the range of random numbers to be generated, and can specify the maximum value of the random number as an upper limit of 255 or less (1-byte random number) or 65535 or less (2-byte random number). In addition, the variable-length random number generation unit 508 can generate and update random numbers based on the external clock 505a. The gaming machine 501 of the embodiment is premised on the use of an external clock 505a due to various reasons (for example, following the specifications of conventional models, improving convenience when converting to other models, etc.) For this reason, even when an upper limit value is used as the specified range of random numbers, the gaming machine 501 is designed to use the variable-length random number generator 508. In the embodiment, the variable-length random number generator 508 will be mainly described.
[0232] The variable-length random number generation unit 508 includes a 2-byte random number generation unit (predetermined random number generation means) and a 1-byte random number generation unit. In Figure 49 and the embodiment, a single variable-length random number generation unit 508 will be described in a simplified manner, but the variable-length random number generation unit 508 has multiple random number generation means that can generate random numbers individually for multiple channels.
[0233] The storage unit 509 includes an internal ROM, an internal RAM, and various registers (information storage means) such as RWM (also called RAM). The storage unit 509 can hold and store information (programs, tables, etc.) for executing control related to games, and also temporarily stores information related to games while games are being played. The built-in ROM stores programs for controlling the game (including a program for setting random numbers, which will be described later), various lottery tables, and the like.
[0234] As shown in FIG. 50, random number maximum value setting registers (also simply referred to as registers) are allocated to addresses 0FE3FH to 0FE4EH of the function setting register in the RWM. The maximum value setting register is a register (range specification register) for individually specifying the maximum value of the range of random numbers generated by the variable-length random number generation unit 508, that is, it stores the maximum value of the random number. The maximum value setting register has the characteristic that the set value cannot be changed until the microcomputer 506 is reset. In other words, once set, the maximum value of the random number is held in the register until the next time the gaming machine 501 is turned on, and is stored in the register again after a reset. In the embodiment, storing the maximum value of the random number in the register is also referred to as storing or setting.
[0235] The variable-length random number generation unit 508 includes a random number generation unit that can generate and update 2-byte random numbers RL0 to RL3 (a total of 4 channels CH0 to CH3), and a random number generation unit that generates 1-byte random numbers RS0 to RS7 (a total of 8 channels CH0 to CH7). The upper limit that can be set for a 2-byte random number is 65535. The maximum value of a 2-byte random number is stored using a 2-byte register (lower byte, upper byte). In other words, each channel of a 2-byte random number is assigned a 2-byte register to store the maximum value. The lower byte and upper byte of the register for the maximum value of a 2-byte random number are appropriately suffixed with "_L" and "_H", and are expressed as RL0MAX_L, RL0MAX_H, etc. Therefore, the maximum values of these 2-byte random numbers for four channels are stored in a total of eight registers RL0MAX to RL3MAX (addresses 0FE3FH to 0FE46H).
[0236] The maximum value that can be set for a 1-byte random number is 255. The maximum value of a 1-byte random number is stored using a 1-byte register, i.e., each channel of a 1-byte random number is assigned a 1-byte register to store the maximum value. The maximum values of these 1-byte random numbers CH0 to CH7 (a total of 8 channels) are stored in a total of eight registers RS0MAX to RS7MAX (addresses 0FE47H to 0FE4EH).
[0237] The uses and ranges of 2-byte random numbers are as follows: CH0: Lottery related to condition device (0 to 65535) CH1: Lottery related to reel performance (0 to 65535) CH2: Random delay acceleration lottery (0-503) CH3: Unused (0~65535)
[0238] Conditional devices are regulated by rules, and the lottery relating to the conditional devices is a lottery for devices whose operation is a necessary condition for the operation of consecutive device operation devices (various bonuses, etc.). The lottery relating to the reel effects is, for example, a lottery relating to the effects such as the lighting, rotation speed, and rotation direction of the reels. The random delayed acceleration lottery involves a lottery regarding the timing at which the stopped reels will start spinning. In the gaming machine 501 of the embodiment, unused channels are channels that are not used during game execution. In this embodiment, for CH2 of the 2-byte function, a value other than the upper limit value of the maximum value 65535 and smaller than this, 503 (specific value), is used, while for the other CH0, CH1, and CH3, the upper limit value 65535 is used as the maximum value. In this way, the other two registers (0FE42H, 0FE45H) for CH1 and CH3 are allocated before and after the register (0FE43H, 0FE44H) for CH2 (RL2MAX (RL2MAX_L, RL2MAX_H)) which uses a value other than the upper limit as the maximum value. In other words, the register (predetermined range specification register) in which the variable value 503 is set is located between the registers in which the upper limit value is set.
[0239] The uses of 1-byte random numbers are as follows: CH0: Lottery related to instruction function (0 to 255) CH1: Lottery related to instruction function (0-255) CH2: Lottery related to instruction function (0-255) CH3: Lottery related to instruction function (0-255) CH4: Unused (0~255) CH5: Unused (0~255) CH6: Unused (0~255) CH7: Unused (0~255) The lottery relating to the instruction function is, for example, a lottery as to whether or not to execute push order navigation. In this embodiment, an upper limit value of 255 is used as the maximum value for all channels CH0 to CH7 of the 1-byte function.
[0240] With the above configuration, the register includes a plurality of maximum value setting registers each consisting of 2 bytes and a plurality of maximum value setting registers each consisting of 1 byte. Also, the address range (0FE47H-0FE4EH) to which the plurality of maximum value setting registers each consisting of 1 byte are assigned follows the address range (0FE3FH-0FE46H) to which the plurality of maximum value setting registers each consisting of 2 bytes are assigned. Furthermore, register RS0MAX (at least one range specification register) of CH0 for 1-byte random numbers is after register RL3MAX_H (a predetermined range specification register) of CH3 for 2-byte random numbers, and this register RL3MAX_H is assigned the consecutive address 0FE47H.
[0241] The game control CPU 510 is a device corresponding to the main control unit 10 of the above embodiment. The game control CPU 510 can execute control related to the game. The control related to the game includes various controls and processes of the random number generation units 507 and 508.
[0242] (Processing and operation of microcomputer 506) FIG. 51 is a diagram for explaining the processing when the gaming machine 501 of the fifth embodiment is powered on (reset processing). In the embodiment, the program language for setting random numbers is, for example, an assembler language. A store clerk or the like turns on the power when the arcade opens, when power is restored after a power outage, etc. In response to the power-on operation, the game control CPU 510 starts processing based on the program stored in the ROM.
[0243] In S10, the game control CPU 510 sets permission for access to the RWM. In setting permission for access to the RWM, a process is executed to change the value of the RAP (permission information storage area) of the RWM from "0" to "1." As a result, access to the address area from F000H to F3FFH is permitted. In S11, the game control CPU 510 sets a timer interrupt. In the timer interrupt setting, the interrupt period (for example, 4 mS) when the timer interrupt processing is executed is set in the timer counter. With this setting, the timer interrupt processing is repeatedly performed for each set interrupt period. After the timer interrupt setting is completed, the counter value is repeatedly updated by the random number update processing until the interrupt permission setting is started. Therefore, if an interrupt signal is input when the interrupt permission setting is not set, the timer interrupt processing is started after the interrupt permission setting is set. In S12, the gaming control CPU 510 performs serial communication settings, which include settings for the serial I / O port built into the microcomputer 506, settings for permission to send and receive, and the like.
[0244] In S13, the game control CPU 510 performs a random number setting process. In the random number setting process, the startup setting of the random number generator is performed, the activation of the random number circuit used when executing the timer interrupt process, the setting of the maximum value, etc. Also performed are a power supply stabilization waiting process that delays the progress of the process until the power supply stabilizes, a start command sending process, etc. The random number setting process will be described in detail later.
[0245] In S14, the game control CPU 510 performs a startup check process. In the startup check process, a checksum for determining whether the stored game information is valid or not and a check is made to see if any value other than 1 to 6 is stored in the storage area of the setting value. In S15, if the game control CPU 510 determines that the setting key is ON (S15: YES), it proceeds to S15a, and if it determines that the setting key is not ON (i.e., OFF) (S15: NO), it proceeds to S16. In S15a, the gaming control CPU 510 executes a setting change process. In the setting change process, the setting switch is enabled and the setting change is initialized. In the setting change process, for example, in response to detecting a setting change operation by a store clerk or the like, the setting value (settings 1 to 6) of the slot machine 1 is appropriately changed and the setting value is confirmed.
[0246] In S16, the game control CPU 510 determines whether or not the RWM is abnormal. If the game control CPU 510 determines that the RWM is abnormal (S16: YES), the process proceeds to S16a. If the game control CPU 510 determines that the RWM is not abnormal (i.e., normal) (S16: NO), the process proceeds to S17. In S16a, the game control CPU 510 executes the setting abnormality display process. Note that the RWM abnormality is caused by damage to the RWM or the like. In the setting abnormality display process, for example, a display means such as the display 8 displays a message such as "An abnormality has occurred. Please call a store clerk." In S17, the game control CPU 510 executes a power interruption recovery process. The power interruption recovery process is a process that is performed when the power is restored from a power interruption. In this way, when the power is turned on, the game control CPU 510 sequentially executes various processes and executes various commands (instructions).
[0247] (Random number setting processing) FIG. 52 is a diagram illustrating the process related to setting a random number when the power is turned on (reset process) in the fifth embodiment. FIG. 52 shows the statements written in the program, a flowchart of the processing executed in accordance with the statements, and register information set in accordance with the flowchart. In the random number setting process (see S13), the game control CPU 510 controls the variable-length random number generation unit 508 to store the maximum value of the variable-length random number in the register as follows.
[0248] In S21, the game control CPU 510 -By using the 3-byte "LD HL,RL0MAX_L" command, Store RL0MAX_L (address 0FE3FH) in the HL register (first specific register), -The command "LDW (HL+(RL2MAX_L-RL0MAX_L)),504-1" with a capacity of 4 bytes Store "503" in RL2MAX (address 0FE43H, 0FE44H), which is the sum of the lower byte (RL2MAX_L) and upper byte (RL2MAX_H). The maximum value "503" is less than the upper limit of 65535 for 2-byte random numbers, and is a variable value specified by the program.
[0249] In S22, the game control CPU 510 -The 2-byte instruction "LD B,RS7MAX-RL0MAX_L+1" Store "16 (=RS7MAX-RL0MAX_L+1)" in the B register (second specific register). Note that "16" is the number of registers corresponding to a total of 12 channels (4 channels for 2-byte random numbers and 8 channels for 1-byte random numbers). -By issuing the 3-byte "FLIRS 0FFH" command, Starting with the maximum value setting register RL0MAX_L (address 0FE3FH) specified in the HL register, the register is incremented by 1 the number of times specified in the B register, 16, and processing is performed to store 0FFH. In other words, processing is performed to store 0FFH collectively in a total of 16 registers RL0MAX_L to RS7MAX corresponding to a total of 12 channels.
[0250] As described above, the value set in the maximum value setting register will not be changed until the microcomputer 506 is reset. Therefore, even if the process of S22 is executed, the "503" stored in RL2MAX_L and RL2MAX_H (addresses 0FE43H, 0FE44H) in S21 will be retained without being overwritten (changed).
[0251] The FLIRS instruction (special instruction) is an instruction that can fill consecutive addresses with the immediate value (n) by writing a specified immediate value (n) (0FFH in this embodiment) to an address specified by the HL register, and then repeating the process of adding 1 to the HL register the number of times specified by the B register.
[0252] In this way, in the processing of S21 and S22 (special processing), the game control CPU 510 makes good use of the characteristics of the maximum value setting register, in which the set value remains unchanged until the microcomputer 506 is reset. After setting 503 (specific value) to RL2MAX (address 0FE43H, 0FE44H) (one of the multiple range specification registers), · 0FFH (a predetermined value, and also the upper limit of the range of 1-byte random numbers and 2-byte random numbers) can be set collectively to each of multiple registers other than RL2MAX.
[0253] Incidentally, the game control CPU 510 executes a process for storing the maximum value 0FFH in all registers RL0MAX_L to RS7MAX, and thus, for convenience, 0FFFFH (predetermined value) is also set for RL3MAX (RL3MAX_L, RL3MAX_H) (predetermined range designation register) corresponding to CH3 of the 2-byte random number that is not used for game-related judgments during play. In this regard, since the register corresponding to CH3 of the 2-byte random number is not used during play, there is no problem in setting the maximum value for convenience. If a program that does not set a maximum value for RL3MAX (RL3MAX_L, RL3MAX_H) corresponding to CH3 of the 2-byte random number were used in strict compliance with the specifications of the gaming machine 501, the program capacity would increase beyond the 12 bytes of the embodiment, which would be disadvantageous. That is, the unused 2-byte random number CH3 is sandwiched between the 2-byte random number CH2 and the 1-byte random number CH1, and the game control CPU 510 uses this positional relationship to set the maximum value to the unused 2-byte random number CH3 all at once. This allows the program of the embodiment to be smaller in size than a program that does not set the maximum value to the 2-byte random number CH3.
[0254] In the above explanation, in addition to CH3, which is a 2-byte random number, a maximum value (upper limit (0FFH=255)) is set for ch4 to ch7, which are 1-byte random numbers, as they are channels that do not make game-related judgments.Since ch4 to ch7, which are 1-byte random numbers, are not used during play, the setting of maximum values for ch4 to ch7, which are 1-byte random numbers, can be omitted by setting the command statement of S22 to "B,RS3MAX-RL0MAX_L+1".
[0255] With the above configuration, the gaming machine 501 can reduce the size of the program required for setting random numbers to 12 bytes, thereby reducing the program size. The effect of the program of the above embodiment in reducing capacity will be explained in comparison with Comparative Examples 1 to 3. Although Comparative Examples 1 to 3 are described for comparison with the embodiment, some or all of the configurations of Comparative Examples 1 to 3 may be used in the embodiment. FIG. 53 is a diagram for explaining the process when the power is turned on (reset process) in Comparative Example 1. FIG. 54 is a diagram for explaining the process when the power is turned on (reset process) in Comparative Example 2. FIG. 55 is a diagram for explaining the process when the power is turned on (reset process) in Comparative Example 3. (Comparative Example 1) As shown in FIG. 53, in S111, the game control CPU 510 - 3-byte capacity "LD HL,RL0MAX", 4-byte capacity "LDW (HL+(RL0MAX_L-RL0MAX_L)),0FFFFH", -The 4-byte instruction "LDW (HL+(RL1MAX_L-RL0MAX_L)),0FFFFH" The maximum value, 0FFFFH, is set to the 2-byte random number register RL0MAX (RL0MAX_L, RL0MAX_H) of ch0 and the register RL1MAX (RL1MAX_L, RL1MAX_H) of ch1.
[0256] In S112, the game control CPU 510 -The command "LDW (HL+(RL2MAX_L-RL0MAX_L)),504-1" with a capacity of 4 bytes As in S21 above, "503" is stored in the 2-byte random number register RL2MAX of ch2. In Comparative Example 1, the program capacity is reduced by not setting the unused 2-byte random number to the register of ch3.
[0257] In S113, the game control CPU 510 -By using the command "LD HL,RS0MAX" with a capacity of 3 bytes, Store RS0MAX in the HL register, -The 2-byte instruction "LD (HL+(RS0MAX-RS0MAX)),0FFH" Set 0FFH to RS0MAX corresponding to ch0 of the 1-byte random number. The following commands, "LD (HL+(RS1MAX-RS0MAX))" to "LD (HL+(RS3MAX-RS0MAX))", each with a capacity of 3 bytes, Set 0FFH to RS1MAX to RS3MAX, which correspond to ch1 to ch3 of the 1-byte random number. In Comparative Example 1, the unused 1-byte random numbers are not set in the registers ch4 to ch7, thereby reducing the program capacity.
[0258] The program capacity of Comparative Example 1 reaches a total of 29 bytes even when a maximum value is not set for unused channels, which is 17 bytes more than the 12 bytes of the embodiment.
[0259] (Comparative Example 2) As shown in FIG. 54, in S121, the game control CPU 510 -By using the 3-byte "LD HL,RL0MAX_L" command, As with the process in S21, RL0MAX_L is stored in the HL register, - 2-byte capacity "LD B,RL1MAX_H-RL0MAX_L+1", -The 3-byte command "FLIRS 0FFH" After storing "4 (=RL1MAX_H-RL0MAX_L+1)" in register B, processing is performed to store 0FFH in all four registers RL0MAX_L to RL1MAX_H corresponding to the two channels, ch0 and ch1, of the 2-byte random number. As a result, 0FFFFH is set to RL0MAX to RL1MAX corresponding to ch0 and ch1 of the 2-byte random number.
[0260] In S122, the game control CPU 510 -By the command "LDW (HL),504-1" with a capacity of 4 bytes, As in S21 above, "503" is stored in the 2-byte random number register RL2MAX of ch2. It should be noted that, due to the FLIRS instruction in S121, RL2MAX_L is stored in the HL register at the time of the processing in S122.
[0261] In S123, the game control CPU 510 -By using the command "LD HL,RS0MAX" with a capacity of 3 bytes, Store RS0MAX in the HL register, 2-byte capacity "LD B,RS3MAX-RS0MAX+1" -The 3-byte command "FLIRS 0FFH" After storing "4 (=RS3MAX-RS0MAX+1)" in the B register, processing is performed to store 0FFH in all four registers RS0MAX to RS3MAX, which correspond to the four channels ch0 to ch3 of the 1-byte random numbers.
[0262] The program in Comparative Example 2 requires the FLIRS command to set the maximum value for each of the 2-byte random number channel and the 1-byte random number channel. The program capacity in Comparative Example 2 is 20 bytes in total, which is 8 bytes more than the 12 bytes in the embodiment.
[0263] (Comparative Example 3) As shown in FIG. 54, the processes of S131 and S132 are the same as S121 and S122 in the second comparative example. In S133, the game control CPU 510 - "INC HL" with 1 byte capacity is executed twice (total of 2 bytes), At the end of the processing in S132, the HL register (=RL2MAX_L) is incremented by two to store RL3MAX_L in the HL register. - 2-byte capacity "LD B,RS7MAX-RL3MAX_L+1", -The 3-byte command "FLIRS 0FFH" After storing "10 (=RS7MAX-RL3MAX_L+1)" in the B register, processing is performed to store 0FFH in a total of 10 registers RL3MAX_L to RS7MAX, which correspond to one channel of 2-byte random numbers CH3 and a total of eight channels of 1-byte random numbers ch0 to ch7. Although the program of Comparative Example 3 uses the FLIRS and INC instructions, it is 19 bytes in total, which is 7 bytes more than the 12 bytes of the embodiment.
[0264] In this way, the gaming machine 501 of this embodiment can reduce the program capacity for setting random numbers. Therefore, the gaming machine 501 can use the saved space in the ROM for programs for other processes (lottery process, effect process, etc.). Therefore, the gaming machine 501 can improve the degree of freedom in gameplay, and can increase the interest during lotteries, effects, etc. during play, for example. Some microcomputers have a function that automatically sets an upper limit as the maximum value of the variable-length random number generator when the microcomputer is reset. When using an upper limit as the maximum value of the variable-length random number generator, setting a maximum value is not necessary for such microcomputers. In this embodiment, even when a microcomputer 506 without such a function is used due to requirements such as the specifications of the gaming machine 501, the program size for setting random numbers can be reduced.
[0265] In contrast, conventional gaming machines have not given sufficient consideration to reducing the program capacity required to set the range of random numbers used in the lottery, which has significantly limited the freedom of playability.
[0266] The above describes a preferred embodiment of the gaming machine of the present invention, but the gaming machine of the present invention is not limited to the above-described embodiment, and various modifications can be made within the scope of the present invention. For example, in the above embodiment, the pseudo bonus state was described as being controlled by a difference number management type AT, but this is not limited to this, and it may be managed by at least one of, for example, the number of games played, the number of times push order navigation occurs, the number of times a small role (push order bell role A, etc.) is won, the number of medals won, the number of medals paid out, etc. That is, the variable value according to the present invention is not limited to the initial difference in number of coins, but can be, for example, the number of games, the number of times that push order navigation occurs, the number of times that a small role (such as push order bell role A) is won, the number of medals acquired, the number of medals paid out, etc. In this case, it is preferable that the greater the number of times that the ST state is played, the larger the initial value assigned as the variable value. In addition, in the above embodiment, the ST state has been described as being controlled by a game number type AT, but it is not limited to this, and may be managed by, for example, at least one of the difference in number of coins, the number of times push order navigation occurs, the number of times small prizes are won, the number of medals acquired, the number of medals paid out, etc. For example, when managing by the number of times small prizes are won, it may be continued until a one-coin prize is won three times.
[0267] Furthermore, in the above embodiment, the case of an AT machine has been described, but the present invention may also be applied to machines other than AT machines (for example, RT machines, ART machines). In addition, the function of preparing for the pseudo bonus state may be applied to a set continuation type game state (AT state) in which the game progresses with a predetermined number of games as one set. Furthermore, in the above-described embodiment, the difference number subtraction method is applied during the AT, but this is not limited to this, and the difference number addition method may also be used, in which the AT ends when the difference number of sheets added per game reaches the end value.
[0268] Furthermore, in the above-described embodiment, it is assumed that non-advantageous states are controlled to normal zones, and game states other than non-advantageous states are controlled to advantageous zones, but this is not limited to this, and each game state may be controlled to either or both of the normal zone and the advantageous zone.
[0269] In the above-described embodiment, the tables referenced in the various processes are merely examples and are not limited to the above-described tables. Furthermore, the winning probabilities related to the various tables are not limited to the values described above and can be changed as appropriate. In addition, in various tables, there are some in which the winning probability is the same for all setting values, and some in which the winning probability differs for each setting value, but this is not limited to this, and the winning probability may be the same for all setting values in all tables, or may be different. Also, the winning probability or the reference table may be different for only some setting values (only even setting, only odd setting, only high setting). Furthermore, in the above-described embodiments, when expressions such as "one is more likely than the other" or "one is less likely than the other" are used, the probability of one is deemed to include 0% and the probability of the other is deemed to include 100%. Furthermore, in the above-described embodiment, the numerical values defined for control are merely examples, and may be numerical values with a range (2 or more) or numerical values without a range (1).
[0270] Furthermore, in the above embodiment, the advantageous zone limiter is explained as being activated when the difference in number of coins in one advantageous zone reaches the upper limit number, but this is not limited thereto, and the advantageous zone limiter may be configured to be activated when the number of games in one advantageous zone reaches the upper limit number of games. For example, the advantageous zone end condition may be established when the condition "the number of games in one advantageous zone (advantageous zone game number) reaches the upper limit number of games (for example, 4000 games)" is met.
[0271] In addition, a vibration means may be provided on the front door 1a to vibrate the front door 1a by activating a motor, speaker, etc., so that when a relatively highly anticipated performance is performed, the vibration means may be activated to increase the player's sense of anticipation. In addition, a ventilation means may be provided on the front door 1a to blow air towards the player, and when a relatively highly anticipated effect is performed, the ventilation means may be activated to increase the player's sense of anticipation.
[0272] Furthermore, in the above-described embodiment, the main control unit 10 performed operations as various means such as game state control means, but the sub-control unit 20 may perform some or all of these operations, and the sub-control unit 20 may also operate as various means. Conversely, while the sub-controller 20 operates as a means for executing effects on the display 8, etc., the main controller 10 may perform some or all of these functions, and the main controller 10 may operate as various means.
[0273] In the above embodiment, the gaming machine is a slot machine, but the gaming machine is not limited to this and may be, for example, a pachinko machine, a ball slot machine, or other gaming machines. The gaming machine may also be a gaming machine (slot machine) that uses actual gaming media such as medals.
[0274] Furthermore, in the above-described embodiment, the reels 41 driven and controlled by a motor are used as the variable display means, but instead of or in addition to this, the display 8 such as a liquid crystal display can be used as a variable display means for identifying information by displaying an image of a reel or the like with a changing pattern. [Explanation of symbols]
[0275] 501: Gaming machine 505: Main control board 505a: External clock 506: Microcomputer 508: Variable length random number generator 509: Storage section 510: Game control CPU
Claims
1. A gaming machine equipped with a gaming control means including a gaming control CPU capable of executing control related to games and information storage means capable of storing information for executing control related to games, The game control means includes: a random number generating means capable of generating random numbers that can be used for determining whether a game is being played and capable of specifying a range of random numbers to be generated; a range designation register, which is the information holding means and is a register for designating a range of random numbers to be generated by the random number generating means; Contains, The random number generating means includes: A plurality of random number generating means capable of individually generating random numbers are included, The range specification register is The set value cannot be changed until the game control means is reset, a plurality of range designation registers for individually designating ranges of random numbers generated by the plurality of random number generation means; The game control CPU In order to set a specific value in one of the plurality of range specification registers and set a predetermined value different from the specific value in the other range specification registers, a process of setting the specific value in one of the target range specification registers can be executed, and then a special process of setting the predetermined value in each of the plurality of range specification registers can be executed. A gaming machine characterized by:
2. Among the plurality of range specification registers, addresses before and after the address assigned to one range specification register to which the specific value is set are assigned to other range specification registers.
2. The gaming machine according to claim 1 .
3. The information holding means includes: A first specific register that can be used when the game control CPU performs processing related to a game; A second specific register that can be used when the game control CPU performs processing related to a game; Contains, The game control CPU The special processing can be executed using a special instruction that can repeat a process of setting the predetermined value in the range specification register corresponding to the address indicated by the first specification register and then adding 1 to the first specification register a number of times specified by the second specification register.
3. The gaming machine according to claim 2.
4. The plurality of random number generation means include: A predetermined random number generation means is included, The plurality of range specification registers include: a predetermined range designation register that is a register for designating a range of random numbers to be generated by the predetermined random number generation means; an address that is later than the address assigned to the predetermined range specification register is assigned to at least one of the plurality of range specification registers; The game control CPU The predetermined range specification register can be controlled as a register into which the predetermined value is set by the special processing, The random numbers generated by the predetermined random number generating means are not used in determining the game.
4. The gaming machine according to claim 3.
5. The plurality of range specification registers include: A range specification register consisting of two bytes and a range specification register consisting of one byte are included, Addresses consecutive to addresses assigned to multiple range specification registers consisting of 2 bytes are assigned to multiple range specification registers consisting of 1 byte.
5. The gaming machine according to claim 4.
6. The game control means includes: a fixed-length random number generating means capable of generating random numbers that can be used for determining whether a game is being played, the range of the generated random numbers being fixed; The fixed-length random number generating means The random number can be updated based on an internal clock, but cannot be updated based on an external clock; The random number generation means The random number can be updated based on the external clock.
6. The gaming machine according to claim 1, wherein the
7. the predetermined value is the maximum value among the values that can be specified, The specific value is a value smaller than the maximum value.
7. The gaming machine according to claim 6,
Citation Information
Patent Citations
Game machine
JP2018114158A
Game machine
JP2023091721A