gaming machines
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- ENTERRISE CO LTD
- Filing Date
- 2024-07-03
- Publication Date
- 2026-06-29
AI Technical Summary
There is a demand for gaming machines that can provide a variety of gaming experiences to meet the needs of players.
A gaming machine with multiple game states, each having defined probabilities of winning a replay, and symbol combinations associated with different states, allowing transitions between these states based on specific symbol combinations stopping on activated lines.
Enables a gaming machine that provides new gaming features and experiences by offering diverse gameplay dynamics and enhanced player engagement through state transitions and symbol combinations.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Patent Document 1 discloses a gaming machine that controls transitions between a plurality of gaming states as predetermined symbol combinations are displayed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-078981 Summary of the Invention [Problem to be solved by the invention]
[0004] In the gaming machine field, there is a demand for gaming machines that can provide a wide variety of gaming experiences in order to meet the needs of players.
[0005] An object of the present invention is to provide a gaming machine that can provide new gaming experiences.
[0006] The gaming machine of one aspect of the present invention comprises: A plurality of first game states including a first state and a second state different from the first state, each of which has a defined probability of winning a replay in a first drawing of a condition device; At least one valid line and Equipped with A first symbol combination is associated with the first state, A second symbol combination is associated with the second state, When the first symbol combination stops on the activated line and the second symbol combination stops at the same time, the first gaming state can be shifted to either the first state or the second state. [Effects of the Invention]
[0007] According to the gaming machine of the above aspect, it is possible to realize a gaming machine that can provide new gaming features. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a front view of a slot machine, which is a gaming machine according to an embodiment of the present invention; [Figure 2] Block diagram of the slot machine in Figure 1. [Figure 3] FIG. 2 is a diagram showing the arrangement of the reels of the slot machine of FIG. 1. [Figure 4] FIG. 2 is a schematic diagram showing the pay lines of the slot machine of FIG. 1. [Figure 5] FIG. 2 is a diagram for explaining a first gaming state of the slot machine of FIG. [Figure 6] FIG. 2 is a diagram for explaining a second gaming state of the slot machine of FIG. [Figure 7] FIG. 2 is a diagram for explaining a third gaming state of the slot machine of FIG. [Figure 8] FIG. 2 is a diagram for explaining a play zone of the slot machine of FIG. 1. [Figure 9] FIG. 10 is a first diagram for explaining the contents of the internal lottery table of the slot machine of FIG. [Figure 10] FIG. 2 is a second diagram for explaining the contents of the internal lottery table of the slot machine of FIG. [Figure 11] FIG. 10 is a diagram showing an example of RT4. [Figure 12] FIG. 10 is a diagram showing an example of RT5. [Figure 13] FIG. 10 is a diagram showing an example of RT6.
[0009] The slot machine 1 is an example of a gaming machine according to one embodiment of the present invention, and includes a rectangular parallelepiped housing 10 as shown in Fig. 1. The housing 10 has an opening (not shown) on the front surface (for example, the surface on the front side in the direction penetrating the paper surface of Fig. 1) and a plate-like front door 20 that can open and close this opening.
[0010] The front door 20 has a light-transmitting display window 21 located approximately in the center thereof, and is attached so as to be lockable to the housing 10. The display window 21 is positioned so that, when the opening of the housing 10 is closed by the front door 20, multiple symbols arranged on the surfaces of each of the rotating reels 41, 42, and 43, which will be described later, can be seen through the display window 21.
[0011] The housing 10 has a liquid crystal display device 22, an illumination device 23, and a speaker 24. The liquid crystal display device 22, the illumination device 23, and the speaker 24 are each disposed above the display window 21 of the front door 20. Various effects during play are produced using the liquid crystal display device 22, the illumination device 23, and the speaker 24. For example, the liquid crystal display device 22 displays various effect images (or effect videos) during play, as well as predetermined information. Furthermore, the illumination device 23 lights up or goes out in a predetermined pattern when predetermined conditions are met, and the speaker 24 outputs a predetermined sound when predetermined conditions are met.
[0012] The housing 10 has a payout opening 25 from which medals are paid out, a lower tray 26 for storing medals paid out from the payout opening 25, and an operation unit 30. The payout opening 25, the lower tray 26, and the operation unit 30 are each located below the display window 21 of the front door 20.
[0013] The operation unit 30 has a medal insertion slot 31, a bet switch 32, a start switch 33, and three stop switches 34, 35, and 36. A medal, which is an example of gaming value, is inserted into the medal insertion slot 31. The bet switch 32 is configured to allow medals to bet on. The start switch 33 is operably provided on the front door 20. Operating the start switch 33 causes three rotating reels 41, 42, and 43 to rotate. Each of the stop switches 34, 35, and 36 is operably provided on the front door 20. Operating each of the stop switches 34, 35, and 36 stops the corresponding rotating reel 41, 42, or 43. Each switch on the operation unit 30 outputs an operation signal based on the player's operation. The medal insertion slot 31 is also provided with a medal sensor (not shown), which detects the insertion of a medal into the medal insertion slot 31 by the player and outputs a detection signal.
[0014] The operation unit 30 is provided with an adjustment switch (not shown) and a stored medal display unit (not shown), which is an example of a display unit. This stored medal display unit is configured to be able to display the number of stored medals as well as the fact that a game zone, which will be described later, is an advantageous zone.
[0015] 2, the slot machine 1 includes a control device 100 that controls the entire slot machine 1, a spinning reel unit 40, a spinning reel position detection sensor 44, and a hopper unit 50 that pays out medals. The control device 100, the spinning reel unit 40, the spinning reel position detection sensor 44, and the hopper unit 50 are located inside a housing 10. Inside the housing 10, there are also located a power supply device (not shown) that turns on / off the main power supply of the slot machine 1, a setting unit 45 that an administrator operates when changing the setting values of the slot machine 1, and the like.
[0016] The reel unit 40 is disposed approximately in the center of the interior of the housing 10 and is composed of a plurality of reels (three reels 41, 42, 43 in this embodiment) and stepping motors 61, 62, 63 that drive the reels 41, 42, 43. Each reel 41, 42, 43 is approximately cylindrical, and on its surface, as shown in FIG. 3, a plurality of symbols are arranged at intervals along the circumferential direction of each reel 41, 42, 43, and a reference point (not shown) is provided. The reference point is located, for example, at the center of the number 1 symbol (=reel A) on the left reel 41.
[0017] Here, an overview of the game played on the slot machine 1 will be described with reference to FIGS.
[0018] As shown in FIG. 1, when playing a game on the slot machine 1, first, medals are inserted into the medal insertion slot 31, or medals stored in the slot 1 (i.e., credits) are bet by operating the bet switch 32. When a predetermined number of medals (e.g., 1 to 3 medals) are bet, the activated line 70 is activated, and the start switch 33 can be operated, i.e., the game can be started. At this time, medals inserted in excess of the predetermined number set according to the game status, etc., are stored as credits.
[0019] As shown in FIG. 4, the pay line 70 is a virtual line for determining winning combinations, and the symbols on each of the reels 41, 42, and 43 displayed in the display window 21 are connected by the pay line 70. The slot machine 1 is required to have at least one pay line 70. In this embodiment, the slot machine 1 has, as an example, two pay lines 70 (lines 71 and 72), which are activated when a predetermined number of medals (e.g., three medals) are bet. As an example, the symbols displayed in the display window 21 of the slot machine 1 are three symbols per reel.
[0020] When the start switch 33 is operated in a state in which a game can be started, a lottery (hereinafter referred to as an internal lottery) is conducted by an electronic computer within the slot machine 1, and the rotation of each of the reels 41, 42, and 43 begins. When any of the stop switches 34, 35, and 36 is operated in this state, the reel 41, 42, or 43 corresponding to the operated stop switch 34, 35, or 36 stops, and the result corresponding to the winning combination is displayed in the display window 21. When all of the reels 41, 42, and 43 stop, a predetermined number of medals are paid out according to the winning combination, and one game ends. For example, when all of the reels 41, 42, and 43 have stopped, if a symbol combination set for each winning combination by the internal lottery lies on the pay line 70, it is determined that the symbol combination corresponding to the winning combination lies on the pay line 70 has won. In addition, even if the symbol combination corresponding to the winning combination does not stop on the active line 70 (so-called loss), it may be included in the winning combination.
[0021] A game is a series of actions to obtain a game result by operating the bet switch 32, the start switch 33, and the stop switches 34, 35, and 36. The unit of a game is a game, and one game is called a unit game.
[0022] Among games, games involving betting of game value include, for example, the following cases: In other words, "games involving betting of game value" do not include "pseudo games." - When you actually bet a specified amount of game value (for example, 3 coins) and play. -When the previous play was a replay and an automatic bet was placed on the bet value (for example, 3 coins).
[0023] During play, one game zone is set from among a plurality of game zones, and one game state is set from among a plurality of game states. An internal lottery is then performed based on the set game zone and game state.
[0024] In this embodiment, as shown in FIGS. 5 to 7, the gaming states include a first gaming state, a second gaming state, and a third gaming state.
[0025] As an example, the first gaming state is composed of RT0 to RT8 as shown in Fig. 5, and any one of RT0 to RT8 is set as the first gaming state. The first gaming state is a gaming state for determining the type of flag (hereinafter also referred to as a condition device) such as replay (see Figs. 9 and 10) and the probability of winning among flags (hereinafter also referred to as a condition device) that are won by internal lottery. For RT0 to RT8, as shown in Fig. 9, the probability of winning a replay is defined in the lottery of each condition device (an example of a first lottery).
[0026] RT0 is an RT state that is not advantageous to the player, and there is a possibility of transitioning from RT1, RT4 to RT6, and RT8, and there is a possibility of transitioning to RT1, RT2, RT7, and RT8. In RT0, notification of the operation mode of the stop switches 34, 35, and 36 (for example, the operation order and / or operation timing of the stop switches 34, 35, and 36) is not made, or notification of the operation mode of the stop switches 34, 35, and 36 is made infrequently. The replay probability when staying in RT0 is, for example, 1 / 7.3, and there is no transition to other RT states as the game progresses.
[0027] RT1 may transition from RT0 and RT2, and may transition to RT0, RT2, RT7, and RT8. In RT1, the frequency with which notifications of the operation modes of the stop switches 34, 35, and 36 are made is higher than in RT0. The replay probability when staying in RT1 is, for example, 1 / 7.3, and when a certain number of games (for example, 40 games) have passed since transitioning to RT1, the game transitions to RT0. An example of notification frequency is shown below. RT0: 1 / 10 of the winning combination is notified, RT1: 1 / 2 of the winning combination is notified The probability of the conditional device shifting to the highly anticipated RT2 when an alarm is given may be high. If the alarm probability is the same, RT1 will result in a higher alarm frequency.
[0028] RT2 can transition from RT0 and RT1, and can transition to RT0, RT1, RT3, RT4, RT7, and RT8. The replay probability when staying in RT2 is, for example, 1 / 7.3, and the game will not transition to other RT states during the course of play.
[0029] RT3 may transition to RT4 to RT8, and may transition from RT2. The replay probability when staying in RT3 is, for example, 1 / 7.3, and does not transition to other RT states during the course of a game.
[0030] RT4 is an RT state with a high probability of winning a replay based on an internal lottery, and can transition from RT2 and RT3, and can transition to RT0, RT7, and RT8. The replay probability when staying in RT4 is, for example, 1 / 1.4, and if a certain number of games (for example, 30 games) have passed since transitioning to RT4, the state will transition to RT0.
[0031] RT5 is an RT state with a high probability of winning a replay based on an internal lottery. It may transition from RT2 and RT3 to RT0, RT7, or RT8. The replay probability during RT5 is, for example, 1 / 1.4, and after a certain number of games (e.g., 30 games) have elapsed since transitioning to RT5, the state transitions to RT0. In RT5, the winning probability for weak cherry replay, strong cherry replay, middle cherry replay, and symbol-matching replay is higher than in RT4. By making the number of games spent in RT4 and RT5 the same, it becomes difficult to tell which RT state the player is in. This makes it more fun to predict the RT state the player is in, and it also makes it easier to focus on other parameters. Furthermore, the presentation configuration for RT4 and RT5 can be made the same, thereby reducing the memory capacity of the slot machine 1.
[0032] RT6 is an RT state with a high probability of winning replays based on internal lottery. It can transition from RT2 and RT3 to RT0, RT7, and RT8. The replay probability during RT6 is, for example, 1 / 1.4. After a certain number of games (e.g., 100 games) have elapsed since transitioning to RT6, the state transitions to RT0. In RT6, the winning probability for weak cherry replays, strong cherry replays, middle cherry replays, and symbol-matching replays is higher than in RT4 and RT5. Furthermore, pseudo-games are more likely to occur in RT6 than in other RT states. Pseudo-games can occur in various situations. For example, they occur when a rare combination leads to an extended lottery, such as an ART stock. When pseudo-games occur, the benefits of ART extensions increase. Furthermore, after a pseudo-game occurs, consecutive pseudo-games may occur with a certain probability. In such cases, the benefits of ART extensions are granted for each pseudo-game occurrence.
[0033] RT4 and RT5 have common parameters (30 games), and RT6 has different parameters (100 games) from RT4 and RT5. RT4 to 6 are RTs that become ARTs, and generally during ARTs, when an operation mode role in which the winning combination changes depending on the operation mode is drawn, the operation mode is generally notified, so the player will know that they are in RT4 to RT6. Therefore, by setting common parameters, it is possible to make it difficult to tell whether they are in RT4 or RT5, or conversely, to make it easier to tell, such as RT6, and this can be enjoyed by the player.
[0034] RT7 is set when the second game state transitions from a special role non-carryover state to a special role carryover state. The replay probability during RT7 is, for example, 1 / 7.3, and the game will not transition to another RT state.
[0035] RT8 is set when the second game state transitions from the special role non-carryover state or the special role carryover state to the special role implementation state. In RT8, as shown in Figure 9, there is no possibility of winning the replay role and the first type BB.
[0036] A predetermined symbol combination is associated with each of RT0 to RT6. For example, a symbol combination set to "RT0 replay" is associated with RT0, and a symbol combination set to "RT1 replay" is associated with RT1. A transition to RT0 to RT6 is made when a corresponding symbol combination stops on the activated line 70. For example, when a symbol combination set to "RT replay 3" stops on the activated line 71, the first gaming state transitions to RT3.
[0037] The second game state includes a special role non-carryover state in which the winning of the first type BB won by the internal lottery is not carried over, a special role carryover state in which the winning of the first type BB won by the internal lottery is carried over, and a special role implementation state for implementing the winning first type BB. Any one of the special role non-carryover state, the special role carryover state, and the special role implementation state is set as the second game state.
[0038] The special role non-carryover state is set when the number of medals paid out since the transition to the special role implementation state exceeds a predetermined number (e.g., 180 medals), or when a predetermined condition is met, such as when the game state is initialized (e.g., when the RAM is cleared).
[0039] The special role carryover state is set when a first-class BB is won by an internal lottery and the won first-class BB does not win in the game in which it was won. The first-class BB is a role continuous operation device (so-called big bonus) related to a first-class special role, and is an example of a special role. In this embodiment, the slot machine 1 has two types of first-class BB flags (shown as BB1 and BB2 in FIG. 10). If a first-class BB is carried over, the first-class BB lottery is not conducted. The carried-over first-class BB is configured not to disappear even if the setting value is changed, but it may also be configured to disappear.
[0040] The special role implementation state is set when a Type 1 BB is won and awarded by an internal lottery, and includes the Type 1 BB implementation state (shown as BB general in Figure 6), the RB carryover state (shown inside JAC in Figure 6), and the RB implementation state (shown inside JAC in Figure 6). Any one of the Type 1 BB implementation state, RB carryover state, and RB implementation state is set as the special role implementation state. BB general is set when a special role is won. If a Type 1 BB is won, RB may always be in execution. In that case, after winning a Type 1 BB, the RB implementation state will always be in effect until the end.
[0041] The third gaming state is a state for determining the effects performed during the game, and is composed of a normal gaming state and an ART, as shown in Figure 7. Either the normal gaming state or the ART is set as the third gaming state.
[0042] The general gaming state is a state in which the instruction function does not occur, or is difficult to occur, or occurs less frequently than the ART. For example, it is set after a setting value is changed, RAM is cleared, the ART ends, and until the ART lottery is won. The slot machine 1 has two general gaming states: a normal state and a high-probability state (a so-called chance zone (CZ)) in which the probability of winning the ART lottery is higher than in the normal state. Either the normal state or the high-probability state is set as the general gaming state. For example, the ART lottery is performed when the first gaming state is RT0 and the gaming zone is a favorable zone, according to the winning combination in the internal lottery. A transition from the normal state to the high-probability state is made, for example, by winning the high-probability state transition lottery, which is performed when the first gaming state is RT0 and the gaming zone is a favorable zone and the internal lottery is held and the ART lottery is not won. Furthermore, the transition from the normal state to the high-probability state occurs when the number of plays reaches a predetermined range when the first gaming state is RT0 and the gaming zone is a favorable zone. As an example, in the high-probability state, the first gaming state is set to one of RT0 to RT3. RT3 can also be considered an ART winning state because it always transitions to RT4 to RT6. However, when the first gaming state is RT3 and the third gaming state is a high-probability state, the system may be configured to make it easier to win the ART extension lottery, or to make it easier to win the ART extension lottery after transitioning to ART. If a player wins a Type 1 BB before transitioning from RT3 to RT4 to RT6, the system will transition to RT0 after the Type 1 BB ends, and the benefit of the ART winning will be lost. In this case, the system may notify the player of the operation mode to transition to RT3 again, or a new benefit may be granted.
[0043] ART is an example of a favorable gaming state in which the instruction function occurs, and is set until the number of games that have elapsed since the third gaming state transitioned to ART reaches the number of games that can be played in ART (i.e., the number of ART games). In ART, an operation mode that results in a medal payout is notified, and the expected value of medal acquisition is configured to be higher than in the general gaming state (e.g., normal state). The number of games is set for an RT with a high replay probability, and ART is implemented according to that number of games, thereby further increasing the expected value of medal acquisition. During ART, in the case of an RT with a finite number of games, it may be configured not to transition to RT even if the RT transition point stops, or it may be configured to transition to RT.
[0044] ART is an example of an advantageous gaming state that is more advantageous to the player than the normal gaming state, and ART lottery is an example of an advantageous state lottery. ART extension lottery may also be included in the advantageous state lottery. The transition of the gaming state to ART occurs, for example, when one of "Condition Device f" to "Condition Device l" shown in FIG. 9 is won, and RT4 replay, RT5 replay, and RT6 replay are won among the winning combinations included in the "Condition Device f" to "Condition Device l".
[0045] The game zone is a state for determining whether or not processing related to the instruction function is performed, and as an example, as shown in Figure 8, it is composed of an advantageous zone and a normal zone.
[0046] The advantageous zone is a zone in which processing related to the instruction function and lottery can be executed, and is set until the conditions for the advantageous zone to end are met after the game zone wins the zone transition lottery conducted based on the results of the internal lottery conducted in the normal zone. The advantageous zone includes an advantageous zone in which the third game state progresses in a general game state and an advantageous zone in which the third game state progresses in an advantageous game state (in this embodiment, ART).
[0047] The normal section is a section in which processing related to the instruction function and lottery cannot be executed, and is set when no advantageous section is set as a gaming section. In the normal section, the third gaming state progresses in the general gaming state.
[0048] The instruction function is a function that instructs the player in some way on the operation procedures (e.g., the operation of the operation mode role) or operation methods that affect the ball output. For example, an instruction function is a function that instructs the operation mode of the operation mode role that can be won by operating the stop switches 34, 35, and 36 in a predetermined operation procedure, or a function that instructs the operation position of the role that can be won when the rotating reels 41, 42, and 43 are in a predetermined operation position when the stop switches 34, 35, and 36 are operated. In other words, the ART can be set only when the gaming zone is a favorable zone. The instruction function includes not only the operation procedures themselves, but also all processing related to the operation procedures, such as the lottery to determine whether or not to notify the operation procedures and the transition to a high-probability state in which the operation procedures are more likely to be notified.
[0049] The slot machine 1 has a plurality of stop patterns that can be transitioned from a first state to a second state different from the first state. The stop pattern refers to the stop state of all the rotating reels 41, 42, 43 when all the stop switches 34, 35, 36 are operated in a predetermined manner, and means, for example, the type and position of the symbols displayed in the display window 21. The first state and the second state are any states related to the slot machine 1, and include, for example, game-related states such as a game state and a performance state.
[0050] For example, when the first state is a "special role carryover state" or a "special role non-carryover state" and the second state is a "special role implementation state," the first state transitions to the second state when the stopped reels 41, 42, and 43 assume a stop pattern in which a symbol combination corresponding to a type 1 BB won in an internal lottery is positioned on the pay line 70. Also, when the first state is a "general gaming state" and the second state is an "ART," the first state transitions to the second state when the stopped reels 41, 42, and 43 assume a stop pattern in which a symbol combination corresponding to one of the multiple roles constituting a state transition role is positioned on the pay line 70. The state transition from the "general gaming state" to the "ART" occurs, for example, when the ART lottery is won or when the so-called ceiling is reached and a transition to the ART is confirmed. Also, for example, suppose the game state is configured to transition from the "regular game state" to "CZ" when a predetermined combination of symbols stops within the display window 21 (for example, when three "dummy A" symbols stop in the middle row of the display window 21). When the first state is the "regular game state" and the second state is "CZ," the state transitions from the first state to the second state when the stopped reels 41, 42, and 43 assume a stopped form in which only the predetermined combination of symbols stops within the display window 21. The operation mode includes, for example, a mode in which the stop switches 34, 35, and 36 are operated in a predetermined order and / or at a predetermined timing. The transition of the game state is performed, for example, by the game state control unit 115, which will be described later.
[0051] For example, when the slot machine 1 has, as its presentation states, a plurality of presentation modes with different presentation frequencies of specific presentations such as presentations suggesting setting values, and the first state is a "low presentation mode" and the second state is a "high presentation mode," the first state transitions to the second state when the stopped reels 41, 42, 43 stop in a predetermined stop pattern (for example, a stop pattern in which three "bar" symbols stop in the middle of the display window 21). As a result, when the predetermined stop pattern is stopped on the reels 41, 42, 43, the presentation frequency of the specific presentation is switched from "low" to "high."
[0052] The combination of the first state and the second state is not limited to a combination of different game states, such as a combination of the second game state and the third game state, but may also be a combination of the same game state but different presentation scenes or presentation contents (presentational meaning), or a combination of different ART performance, such as an ART with a low net increase and an ART with a high net increase.
[0053] Next, the control device 100 will be described. As shown in Fig. 2, the control device 100 is composed of a main control unit 110 and a sub-control unit 120. The main control unit 110 and the sub-control unit 120 are electrically connected, and data can be transmitted in one direction from the main control unit 110 to the sub-control unit 120 by asynchronous serial communication means.
[0054] Each of the main control unit 110 and the sub-control unit 120 includes a CPU for performing calculations, a storage device (e.g., ROM and RAM) for storing programs or data required for the progress of the game, etc. The main control unit 110 includes an internal lottery unit 111, a reel control unit 112, a game result determination unit 113, a section control unit 114, a game status control unit 115, a measurement unit 116, and a setting value control unit 117, and performs control for progressing the game. The sub-control unit 120 includes a performance control unit 121, and performs control for performing various performances, etc.
[0055] Each unit of the main control unit 110 and the sub-control unit 120 described below is realized by, for example, a CPU executing a predetermined program.
[0056] The internal lottery unit 111 has multiple internal lottery tables and performs an internal lottery upon receiving an operation of the start switch 33. In detail, the internal lottery unit 111 determines the first gaming state when the operation of the start switch 33 is received, and selects an internal lottery table based on the determined RT state. Then, the internal lottery unit 111 performs an internal lottery based on the selected internal lottery table and a random number obtained when the operation of the start switch 33 is received.
[0057] For example, in the internal lottery, the winning flag is determined based on the internal lottery tables shown in Figures 9 and 10. This internal lottery table is provided for each RT state, and contains information about flags that have the possibility of winning in the internal lottery. In Figure 9, for each RT state, flags that have the possibility of winning are shown along with their winning probability (denominator: 65536). Blank flags are flags that have no possibility of winning.
[0058] At least one winning combination is set for each flag, and the winning combination corresponds to the symbol combination. The winning combinations include payout combinations (bell, 1-coin combination, weak watermelon, and strong watermelon) in which a predetermined number of medals are paid out when the corresponding symbols are placed on the active line 70 at the time of winning, and non-payout combinations (e.g., miss, BB1, BB2, CB, and replay) in which no medals are paid out even when the corresponding symbols are placed on the active line 70 at the time of winning.
[0059] The push order bell includes a first role and a second role that are won at the same time, and is configured so that either the first role (for example, a bell) or the second role (for example, one-piece roles 1 to 6) can be won depending on the operation mode of the stop switches 34, 35, 36. When the push order bell is won, the winning role differs depending on whether the stop switches 34, 35, 36 are operated in the first operation mode or in the second operation mode that is different from the first operation mode.
[0060] Even if a CB wins, the RT state does not change. The winning probability of the condition device is constant from R1 to R6, and winning occurs during ART. When a CB win occurs, the reel control changes to control drawing a strong watermelon into the active line 70 for two games. CB ends when more than eight medals are paid out from the winning win. During CB, the same role drawing is performed as during non-CB. During CB, depending on the result of the role drawing, it is possible to draw a weak or strong watermelon into the active line 70. During CB, the probability of a replay winning varies depending on the RT, so the frequency of weak and strong watermelons drawn into the active line 70 changes depending on the RT. For example, if a strong watermelon is drawn when a normal replay is won during CB, it can be seen that it is easier to draw a strong watermelon with RT4 than with RT0.
[0061] As shown in FIG. 9, the condition devices a to l each include at least one state transition role. The state transition role may be configured to be able to win, for example, when the stop switches 34, 35, and 36 are operated in a predetermined operation mode (operation sequence and / or operation timing). The state transition role is, for example, a role that triggers the transition of the game state from the normal game state to the ART, and in this embodiment, is configured by a replay. The state transition role is not limited to a replay, but may be other roles (including a loss), or may be a combination of a replay and other roles. In other words, the RT0 to RT6 shown below may include a symbol combination corresponding to a loss.
[0062] An example of the stop pattern when each condition device is won is shown below. The stop pattern when each condition device is won is set, for example, according to the arrangement of the rotating reels 41, 42, 43 and the combination of the set symbols. Conditional device A and Conditional device B RT0 and RT1 simultaneously stop on the activated line 70. The symbol combination set for the normal replay included in the condition device b does not stop on the activated line 70. Conditional Device C and Conditional Device D RT0 and RT1 symbols stop simultaneously on the activated line 70, or the symbol combination set in the RT2 replay (hereinafter referred to as RT2 symbols) stops simultaneously on the activated line 70. Depending on the manner of operation of the top switches 34, 35, 36 when the condition device c and the condition device d are won, it is determined which symbol combination, "RT0 symbols + RT1 symbols" or "RT2 symbols", will stop on the activated line 70. The symbol combination set in the normal replay included in the condition device d will not stop on the activated line 70. ·Condition device e The symbol combination set for RT3 replay (hereinafter referred to as RT3) stops alone on the active line 70. Conditional Device F and Conditional Device G RT0 and RT1 will stop simultaneously on the activated line 70, or the symbol combination set in the RT4 replay (hereinafter referred to as RT4) will stop alone on the activated line 70. Depending on the manner of operation of the top switches 34, 35, 36 when the condition device f and the condition device g are won, it is determined which symbol combination, "RT0 + RT1" or "RT4", will stop on the activated line 70. The symbol combination set in the normal replay included in the condition device g will not stop on the activated line 70. Conditional device h, conditional device i, and conditional device j The symbol combinations set for RT4, RT5 replay (hereinafter referred to as RT5), and RT6 replay (hereinafter referred to as RT6) simultaneously stop on the active line 70. For example, RT4 and RT5 stop on line 71, and RT6 stops on line 72. As shown in FIG. 11, an example of RT4 is "bar"-"watermelon / cherry"-"any." As shown in FIG. 12, an example of RT5 is "bar"-"any"-"red 7 / blue 7 / rep A / rep B." As shown in FIG. 13, an example of RT6 is "cherry"-"watermelon / cherry"-"red 7 / blue 7 / rep A / rep B." The symbol combinations set for normal replays included in condition device i and condition device j and RT0 do not stop on the active line 70. The stop patterns shown in FIGS. 11 to 13 can be applied to any other condition device. Conditional Device K and Conditional Device L RT5 and RT6 simultaneously stop on the activated line 70. The symbol combination set for the normal replay included in the condition device 1 does not stop on the activated line 70.
[0063] The spinning reel control unit 112 controls the stepping motors 61, 62, 63 of the spinning reel unit 40 in response to operation of the start switch 33 or each stop switch 34, 35, 36 to start or stop the rotation of each spinning reel 41, 42, 43 (i.e., controls the rotation of the spinning reels 41, 42, 43).
[0064] For example, if the start switch 33 is operated while all of the reels 41, 42, and 43 are stopped, the reel control unit 112 spins all of the reels 41, 42, and 43. If the stop switch 34, 35, or 36 corresponding to the rotating reel 41, 42, or 43 is operated while any of the reels 41, 42, or 43 is spinning, the reel control unit 112 stops the reel 41, 42, or 43 corresponding to the operated stop switch 34, 35, or 36.
[0065] When stopping the reels 41, 42, 43, the reel control unit 112 performs pull-in control or kick-out control depending on the winning combination obtained by the internal lottery and the timing at which the stop switches 34, 35, 36 are operated (i.e., the position of the corresponding reels 41, 42, 43 when the operation of the stop switches 34, 35, 36 is accepted). The pull-in control is control that stops the rotation of the reels 41, 42, 43 so that the symbol combination corresponding to the winning combination is pulled onto the pay line 70. The kick-out control is control that stops the rotation of the reels 41, 42, 43 so that the symbol combination corresponding to the non-winning combination does not line up on the pay line 70.
[0066] The game result determination unit 113 determines the game result based on the result of the internal lottery and the result of the stop control of the rotating reels 41, 42, and 43. The game result includes, for example, a determination of whether or not the winning combination has been awarded based on the symbols aligned on the pay line 70.
[0067] The game result determination unit 113 controls the hopper unit 50 based on the determined game result or on the acceptance of the operation of the settlement switch, and pays out medals. Medals paid out based on the game result (i.e., medals obtained by winning a winning combination or winning a prize) are first stored as credits. If the result of storing medals exceeds the credit upper limit (for example, 50 medals), the medals exceeding the upper limit are paid out from the hopper unit 50. Furthermore, if there is one or more stored medals (i.e., if the credit is 1 or more), and the settlement switch is operated, the stored medals are paid out from the hopper unit 50.
[0068] For example, when the third gaming state has shifted to ART, the gaming result determination unit 113 outputs a signal indicating that the third gaming state has shifted to ART to the hall computer, thereby notifying the manager.
[0069] The zone control unit 114 sets a gaming zone from among a plurality of gaming zones (in this embodiment, a normal zone and an advantageous zone).
[0070] For example, the zone control unit 114 sets the gaming zone to a favorable zone when the gaming zone is a normal zone and the zone transition condition is satisfied (for example, when a zone transition lottery is won). The success or failure of the zone transition lottery is determined, for example, by whether or not the lottery held when an internal lottery wins a role that triggers a zone transition lottery as a result of a win (i.e., a role subject to lottery). The zone transition lottery may or may not have a difference in winning probability depending on the setting value of the slot machine 1. When a difference is made in the winning probability of the zone transition lottery, for example, this may be achieved by setting a difference in the winning probability in the internal lottery for a role subject to lottery, or by setting a difference in the winning probability of the lottery held when an internal lottery wins a role subject to lottery.
[0071] When the gaming zone is an advantageous zone, the zone control unit 114 determines whether to leave the gaming zone as an advantageous zone or set it to a normal zone. For example, the zone control unit 114 determines whether the third gaming state has transitioned from ART to a normal state of the general gaming state, and when it is determined that the transition has occurred to the normal state, sets the gaming zone from the advantageous zone to the normal zone.
[0072] When the termination condition of the advantageous zone is satisfied, the zone control unit 114 forcibly shifts the game zone from the advantageous zone to the normal zone. The termination condition of the advantageous zone is satisfied, for example, in the following cases. When the number of games played since the game zone measured by the measurement unit 116 was set as a favorable zone (in other words, the number of games played in the favorable zone) reaches an upper limit (for example, 4,000 games). - When the number of games played since the game zone measured by the measurement unit 116 was set as a favorable zone (in other words, the number of games played in the favorable zone) reaches a value lower than the upper limit (for example, 3,000 games). - If the difference in the number of medals after the game zone is set to the advantageous zone reaches the upper limit (for example, 2,400 medals). - When the difference in the number of medals after the game zone is set to the advantageous zone reaches a value lower than the upper limit (for example, 1500) and ART ends. ART end conditions include winning the ART end lottery, not winning the ART continuation lottery, and not extending ART.
[0073] In addition, when the game zone transitions to a favorable zone, the zone control unit 114 may display that it is a favorable zone via a display unit provided in the operation unit 30 only when the instruction function is activated during the favorable zone and the average payout rate exceeds 100% when the game is played so as to pay out the maximum number of small winning combinations, excluding the combinations (e.g., RB or CT) and combination continuous operation devices (e.g., Type 1 BB), and win the prize.
[0074] The gaming state control unit 115 has an advantageous gaming state lottery unit 1151, and controls the transition between the first gaming state, the second gaming state, and the third gaming state.
[0075] For example, the gaming state control unit 115 sets one RT state in which an internal lottery is performed from among a plurality of RT states (RT0 to RT8 in this embodiment) as the first gaming state.
[0076] Examples of RT state transitions (A) to (O) are shown below. (A) If you win conditional device a -"RT0" and "RT1" stop simultaneously on the valid line 70. If the first game state is RT0, the first game state is maintained at RT0. If the first game state is RT1, the first game state transitions from RT1 to RTO. (B) If you win on conditional device b -"RT0" and "RT1" stop simultaneously on the valid line 70. If the first game state is RT0, the first game state transitions from RT0 to RT1. If the first gaming state is RT1, the first gaming state is maintained at RT1. (C) If you win conditional device c When the condition device c wins, if the stop switches 34, 35, 36 are operated in the correct operation manner, "RT2" stops on the active line 70. The first gaming state shifts from RT0 or RT1 to RT2. When the condition device c wins, if the stop switches 34, 35, 36 are operated in an incorrect manner, "RT0" and "RT1" will stop simultaneously on the active line 70. If the first game state is RT0, the first game state is maintained at RT0. If the first game state is RT1, the first game state transitions from RT1 to RTO. (D) If you win the conditional device d When the condition device c wins, if the stop switches 34, 35, 36 are operated in the correct operation manner, "RT2" stops on the active line 70. The first gaming state shifts from RT0 or RT1 to RT2. When the condition device c wins, if the stop switches 34, 35, 36 are operated in an incorrect manner, "RT0" and "RT1" will stop simultaneously on the active line 70. If the first game state is RT0, the first game state transitions from RT0 to RT1. If the first gaming state is RT1, the first gaming state is maintained at RT1. (E) If you win conditional device e - "RT3" stops alone on the valid line 70. The first game state transitions from RT2 to RT3. (F) If you win conditional device f When the condition device f wins, if the stop switches 34, 35, 36 are operated in the correct operation mode, "RT4" stops alone on the active line 70. The first gaming state shifts from RT2 to RT4. When the condition device f wins, if the stop switches 34, 35, 36 are operated in an incorrect manner, "RT0" and "RT1" will stop simultaneously on the pay line 70. The first gaming state will shift from RT2 to RT0. (G) If you win the conditional device g When the condition device g wins, if the stop switches 34, 35, 36 are operated in the correct operation mode, "RT4" stops alone on the active line 70. The first gaming state shifts from RT2 to RT4. When the condition device g wins, if the stop switches 34, 35, 36 are operated in an incorrect manner, "RT0" and "RT1" will stop simultaneously on the pay line 70. The first gaming state will shift from RT2 to RT1. (H) If you win on conditional device h "RT4", "RT5" and "RT6" stop simultaneously on the active line 70. The first gaming state transitions from RT3 to RT4. (I) If you win conditional device i "RT4", "RT5" and "RT6" stop simultaneously on the active line 70. The first gaming state transitions from RT3 to RT5. (J) If you win conditional device j "RT4", "RT5" and "RT6" stop simultaneously on the active line 70. The first gaming state transitions from RT3 to RT6. (K) If you win conditional device k "RT5" and "RT6" stop simultaneously on the active line 70. The first gaming state transitions from RT3 to RT5. (L) If you win the conditional device l "RT5" and "RT6" stop simultaneously on the active line 70. The first gaming state transitions from RT3 to RT6. (M) If you win BB2 The first game state transitions from RT0 to RT6 to RT7. For example, if BB1 is won during RT4 to RT6, the system is configured so that BB1 cannot be won until the number of games set for the winning RT is played. In this case, after BB1 is won, the treatment of some replay or small wins may be changed to rare wins until the number of games not set for the RT is played. This configuration increases the expectation of winning balls. When changing the treatment of some replay or small wins to rare wins, the stop patterns of the rotating reels 41, 42, and 43 may be changed so that it is clear that the treatment of some replay or small wins has changed to rare wins. (N) If BB1 or BB2 wins The first game state transitions from RT0 to RT7 to RT8. (O) When BB1 or BB2 ends The first game state transitions from RT8 to RT0.
[0077] In this embodiment, the slot machine 1 has two active lines 70. The line 71 is a first active line, and the line 72 is a second active line different from the first active line. In transition examples (A) to (D), (F), and (G), when a first symbol combination (e.g., RT0) stops on the first active line and a second symbol combination (e.g., RT1) stops on the second active line at the same time, the first gaming state can transition to either the first state (e.g., RT0) or the second state (e.g., RT1).
[0078] For example, in transition examples (K) and (L), "RT5" (an example of the first symbol combination) and "RT6" (an example of the second symbol combination) are configured to be able to stop simultaneously by different condition devices (condition device k and condition device l). When "RT5" and "RT6" stop simultaneously on the active line 70, the first game state to transition to is determined by the condition device that has been selected. When condition device k is selected, the first game state transitions to RT5, and when condition device l is selected, the first game state transitions to RT6.
[0079] For example, suppose the first state is RT2 and the second state is RT3. Both RT2 and RT3 have the possibility of winning an RT4 replay (for RT3, in addition to the RT4 replay, there is also the possibility of winning an RT5 replay and an RT6 replay), but RT3 is more likely to win an RT4 replay, RT5 replay, and RT6 replay than RT2 (see Figure 9), and is more likely to transition to ART. In other words, when the first gaming state is RT3, the probability of winning a conditional device that is advantageous in the event of a win is higher than when the first gaming state is RT2. For example, when the first gaming state is RT2, the probability of winning a conditional device that has the possibility of winning an RT4 replay is (1960 + 1960 = 3920) / 65536. On the other hand, when the first game state is RT3, the probability of winning on a conditional device that may result in an RT4 replay, RT5 replay, or RT6 replay is (6000 + 500 + 250 + 500 + 250 = 7500) / 65536. In other words, staying in RT3 is more likely to win the ART than staying in RT2, and the winning probability of a conditional device that is advantageous to the player when winning differs between the first and second states. "Advantageous when winning" does not necessarily mean that winning the ART is advantageous, but could also mean that winning the CZ is advantageous, or that stocking or adding to the ART is advantageous (easy stocking or adding). RT3 is configured to allow transition to RT5 or RT6, which are more advantageous than RT4, and can be said to have a higher probability of transitioning to RT5 or RT6 than RT2, making it more advantageous.
[0080] For example, suppose the first state is RT0 and the second state is RT1. If conditional device c and conditional device d are won at RT1, the correct operation mode of stop switches 34, 35, and 36 will be notified more frequently than if conditional device c and conditional device d are won at RT0. RT0 does not transition to other RT states as the game progresses, but RT1 transitions to RT0 after a certain number of games (e.g., 40 games) have elapsed since transitioning to RT1. When transitioning from RT0 to RT1, the RT0 transition mark and the RT1 transition mark stop simultaneously, and it is not possible to determine whether RT transition or stay has occurred from the roll. RT1 ends after a certain number of games, but since it is not known when the transition to RT1 occurred, it is similarly difficult to determine when RT1 will end, increasing the enjoyment of the game.
[0081] For example, assume that the first state is RT0, the second state is RT1, and the third state is RT2. If the stop switches 34, 35, and 36 are operated in an incorrect manner when conditional device f and conditional device g win, and "RT0" and "RT1" simultaneously stop on the active line 70, the first gaming state transitions from RT2 to RT0 if the conditional device f wins. If the conditional device g wins, the first gaming state transitions from RT2 to RT1. Both RT0 and RT1 are first gaming states that are more disadvantageous to the player than RT2. As shown in Figure 9, RT2 has a higher winning probability for normal replays than RT0 and RT1, while the winning probability for conditional devices a to d is zero, lower than RT0 and RT1. Although it is clear that the player has transitioned to a less favorable RT than RT2, the degree of disadvantage differs between RT0 and RT1, and the probability of operation order notification is higher in RT1, making it easier to return to RT2. Even if the player falls, recovery is expected, improving gameplay. The first, second, and third states are, for example, one of multiple first game states possessed by the slot machine 1, and are mutually distinct, arbitrary states. That is, the first state may be an RT state other than RT0 and an RT state other than the second and third states; the second state may be an RT state other than RT1 and an RT state other than the first and third states; and the third state may be an RT state other than RT2 and an RT state other than the first and second states. The multiple first game states may include, for example, a fourth and a fifth state.
[0082] For example, in transition examples (F) and (G), multiple RT transition symbols may or may not stop depending on the operation mode of the stop switches 34, 35, and 36, which can increase the player's interest in the game. Also, by controlling the notification of the operation mode of the stop switches 34, 35, and 36, it is possible to control the number of balls dispensed.
[0083] When a preset lottery condition (hereinafter simply referred to as the lottery condition) is satisfied, the advantageous game state lottery unit 1151 performs an advantageous game state lottery to determine whether or not to transition the game state to an advantageous game state that is more advantageous to the player than the normal state.
[0084] The advantageous game state lottery includes an ART lottery and an ART extension lottery. For example, an ART lottery is conducted when a predetermined role (for example, a so-called rare role such as cherry or watermelon) is won by an internal lottery when the first game state is RT0, the third game state is a normal game state, and the game zone is an advantageous zone. Also, for example, an ART extension lottery is conducted when a predetermined role (for example, a so-called rare role such as cherry or watermelon) is won by an internal lottery when the first game state is RT0 and the third game state is ART.
[0085] The measurement unit 116 measures, for example, the number of games played since the game zone was set to the advantageous zone (i.e., the number of games played in the advantageous zone) and the difference in the number of medals played since the game zone was set to the advantageous zone, based on the game result determined by the game result determination unit 113. In addition, for example, the measurement unit 116 measures the time elapsed from the starting point set after all the rotating reels 41, 42, 43 have started rotating steadily.
[0086] The setting value control unit 117 sets one setting value from multiple setting values (six in this embodiment) that have different degrees of advantage for the game (for example, machine odds) by the administrator operating the setting unit 45. The difference in the degree of advantage is realized, for example, by setting a difference in the probability of winning the internal lottery for a predetermined role. In addition, the setting value control unit 117 sets the degree of advantage related to the payout, such as the transition rate to the advantageous zone, the ART lottery, and the ART additional lottery.
[0087] An example of how to set the setting value is shown below. This method is performed in the order of (1) to (7). (1) Open the front door 20. (2) Turn off the main power of the slot machine 1. By turning off the main power of the slot machine 1, all of the rotating reels 41, 42, 43 that are currently rotating stop, but the winning determination based on the stopping of the rotating reels 41, 42, 43 is not performed. (3) Insert the setting change key into a predetermined position in the setting unit 45 to change the setting change mode from off to on. (4) The main power of the slot machine 1 is turned on. (5) The current setting value is displayed, for example, on the medal display unit of the operation unit 30. By operating a predetermined button, the setting value displayed on the medal display unit is adjusted to the desired setting value. (6) Operate the start switch 33. By operating the start switch 33, the setting value of the slot machine 1 is changed to the setting value displayed on the medal display unit. (7) Change the setting change mode from on to off and remove the setting change key.
[0088] The effect control unit 121 determines, for each game, the effect to be executed as the game progresses, based on the game state when the internal lottery was performed and the result of the internal lottery. The determined effect is executed using, for example, the liquid crystal display device 22, the illumination device 23, and the speaker 24, and is notified to the player. In other words, the notification includes a visual display using the liquid crystal display device 22 and / or the illumination device 23, and an auditory display using the speaker 24. Information regarding the effect to be executed is stored as data in, for example, a storage device of the sub-control unit 120. The information regarding the effect to be executed includes, for example, information regarding the type of effect and control information for executing the effect.
[0089] The performance control unit 121 is configured to be able to notify the player of the operation mode of the correct stop switches 34, 35, 36 for the winning flag when, for example, the push order bell, condition device c, condition device d, condition device f, and condition device g are won. The notification of the operation mode is executed, for example, by notifying the player of information representing the operation mode. The information representing the operation mode includes, for example, information about the operated stop switches 34, 35, 36 and the operation details of the operated stop switches 34, 35, 36 (for example, the operation timing of the stop switches 34, 35, 36).
[0090] The slot machine 1 can provide the following effects.
[0091] The slot machine 1 includes a first game state and a second state different from the first state, each of which has a defined replay winning probability in a lottery by a condition device, and at least one pay line 70. A first symbol combination is associated with the first state, and a second symbol combination is associated with the second state. The slot machine 1 is configured to transition to either the first or second game state when a first symbol combination stops simultaneously on the pay line 70. This configuration makes it impossible to identify the first game state to transition to based on the stopped symbol combination, thereby realizing a slot machine 1 with new gameplay features that can sustain a player's sense of anticipation. In conventional slot machines, the numbers associated with transitioning to the first game state do not stop simultaneously, and there is only one transition destination for each stop pattern. Therefore, when the first game state transition occurs, the transition destination is easily identifiable based on the stop pattern, which is a lack of surprise for the player and reduces gameplay. In this application, multiple symbol combinations that can transition to the first gaming state stop simultaneously, and under certain conditions, the first gaming state transitions to a first gaming state corresponding to one of the stopped symbol combinations. Therefore, the one-to-one relationship between the stop pattern and the transition to the first gaming state is no longer established. This makes it impossible to determine the transition to the first gaming state based on the stop pattern, thereby maintaining a sense of anticipation. Note that the transition to the first gaming state when a Type 1 special role (RB) or a consecutive game device (Type 1 BB, Type 2 BB) is won, when a symbol combination that activates a Type 1 special role or a consecutive game device is displayed (e.g., when a symbol combination set for Type 1 BB stops on pay line 70), or when the operation of a Type 1 special role or a consecutive game device ends (e.g., when a Type 1 BB end condition is met and a Type 1 BB ends) is triggered by conditions different from those of the present invention. The transition to the first gaming state due to the stopping of a specific symbol combination does not occur when a Type 1 special role (RB) or a consecutive game device is activated. Furthermore, since stopping a small win and a replay at the same time is clearly prohibited by the rules of gaming machines at the time of filing this application, the present invention is configured so that a small win and a replay do not stop at the same time.If there is a transition to the first game state when the first type special role (RB) or the consecutive role operation device (Type 1 BB, Type 2 BB) ends, even if a specific symbol combination stops, the transition to the first game state due to the stopping of the specific symbol combination will not be implemented. However, this does not apply if the transition to the first game state is not implemented when the first type special role (RB) or the consecutive role operation device (Type 1 BB, Type 2 BB) ends and a specific symbol combination stops.
[0092] The slot machine 1 can adopt any one or more of the following configurations. In other words, if any one or more of the following configurations are included in the above embodiment, they can be arbitrarily deleted, and if any one or more of the following configurations are not included in the above embodiment, they can be arbitrarily added. By adopting such a configuration, a slot machine 1 that can provide new gameplay can be realized.
[0093] At least one pay line 70 includes a first pay line and a second pay line different from the first pay line. When a first symbol combination stops on the first pay line and a second symbol combination stops on the second pay line at the same time, the first game state can transition to either the first state or the second state. It is easier to imagine which RT has transitioned to when multiple pay lines 70 stop than when one pay line 70 stops. Because different symbol combinations stop on each of the first and second pay lines, the symbol combinations are less likely to be confused than when there is only one pay line 70, and each of the stopped symbol combinations is easier to recognize, making it easier to imagine which RT has transitioned to.
[0094] The first and second symbol combinations are configured to be stopped simultaneously by different conditional devices. When the first and second symbol combinations simultaneously stop on the pay line 70, the first game state to which the winning conditional device will transition is determined. In other words, the probability of the conditional device can control which RT to transition to. For example, by significantly lowering the probability of one symbol combination and increasing the benefit of the RT to which the player transitions, it is possible to provide a surprise by granting a powerful benefit from a symbol combination that usually stops.
[0095] The second gaming state includes a base gaming state and an advantageous gaming state that is more advantageous to the player than the base gaming state. When the first gaming state is the second state, the second gaming state is easier or more difficult to transition from the base gaming state to the advantageous gaming state than when the first gaming state is the first state. The expectation of transitioning to the advantageous gaming state can be changed without the first gaming state being clear. The player is surprised by the two symbol combinations that stop, raising expectations that transition to an advantageous gaming state may be easier. Furthermore, creating a state that is easy to transition to with RT alone does not preclude combinations with states that are easy to transition to other advantageous gaming states, and these states can also be combined. When the first gaming state transitions from the third state to the first or second state, at least one of the first and second states may be configured to be an advantageous or disadvantageous first gaming state for a player who finds it easier or more difficult to transition from the base gaming state to the advantageous gaming state in the second gaming state than in the third state.
[0096] When the first gaming state is the second state, the probability of winning the condition device that is advantageous when winning is higher or lower than when the first gaming state is the first state. While the RT to stay is unclear, the probability of winning the condition device that is good for the player can be increased.
[0097] The second state is a first gaming state that is more advantageous or disadvantageous to the player than the first state. When the first gaming state transitions from the third state to the first state or the second state, at least one of the first state and the second state may be configured to be a first gaming state that is more advantageous or disadvantageous to the player than the third state.
[0098] In the second state, the probability of winning at least one replay is higher or lower than in the first state. When the first gaming state transitions from the third state to the first state or the second state, at least one of the first state and the second state may be configured to be a first gaming state that is more advantageous or less advantageous to the player than the third state.
[0099] When a winning combination with different degrees of advantage depending on the operation mode of the stop switches 34, 35, and 36 is won, the frequency of notification of information regarding the operation mode of the stop switches 34, 35, and 36 is higher or lower in the second state than in the first state. The notification probability of the operation mode can be changed regardless of the probability of the condition device by only the stay RT. When the first gaming state transitions from the third state to the first or second state, at least one of the first and second states may be configured to be an advantageous or disadvantageous first gaming state for the player, in which the frequency of notification of information regarding the operation mode of the stop switches 34, 35, and 36 is higher or lower than in the third state when a winning combination with a condition device with different degrees of advantage depending on the operation mode is won.
[0100] One of the first and second states is configured to transition to a first game state other than the first state when a certain number of plays have elapsed since transitioning to the first state. The other of the first and second states is configured not to transition to a first game state other than the second state as play progresses. By making it impossible to identify the destination of the first game state, it leads to the fun of guessing whether the destination first game state is finite or infinite, which increases the player's interest in the game. It is possible to consume finite or infinite RT without knowing whether the RT transition has occurred. Players can play by imagining that they have transitioned to a finite RT and counting the number of games, or by imagining whether it is an infinite RT or a finite RT.
[0101] The first and second symbol combinations include symbol combinations that correspond to losses. Because the state can be transitioned by symbol combinations that do not result in payouts or replays, it can be configured to be less obvious to players. Furthermore, because it is a loss, there are fewer restrictions on the stop patterns, such as minor wins or replays, and it is easy to stop the game simultaneously with other symbol combinations.
[0102] The slot machine 1 can also be configured as follows.
[0103] The first game state to which the game will transition may be determined by a second drawing different from the drawing of the condition device. For example, if condition device c is won and RT0 and RT1 stop simultaneously, the second drawing may determine whether the game will transition to RT0 or remain at RT0, or whether the game will transition to RT1 or remain at RT1. The timing of the second drawing may be when the condition device is won, before the condition device is won, or after the condition device is won. Since the RT transition destination changes by a drawing different from the condition device, the transition destination can be determined without separating the condition devices. The number of condition devices can be reduced (for example, there is no need to provide two types of condition devices, condition device c and condition device d (only one condition device C is required)), which reduces the memory capacity of the slot machine 1.
[0104] The first game state to which the slot machine 1 transitions may be determined by the first game state in which the first symbol combination and the second symbol combination stop simultaneously. For example, the slot machine 1 may be configured to transition to RT2 if the condition device d is won in RT0 and "RT2" and "RT3" stop simultaneously on the activated line 70, and to transition to RT3 if the condition device d is won in RT1 and "RT2" and "RT3" stop simultaneously on the activated line 70.
[0105] At least one pay line 70 is required to be set. For example, by reducing the number of pay lines 70 and configuring the game so that symbol combinations (RT transition points) set for multiple state transition roles stop on the same pay line 70, the memory capacity of the slot machine 1 can be reduced and the pay lines 70 that the player focuses on can be limited. By limiting the pay line 70 to one, reel control becomes simpler and the memory capacity of the slot machine 1 can be more reliably reduced. In addition, since multiple RT transition points stop on one pay line 50, it becomes difficult to tell when the RT transition will occur, providing the enjoyment of not being able to predict the RT transition.
[0106] The present disclosure includes the following inventions. A symbol combination that, when stopped on an active line of a gaming machine having a plurality of different gaming states, transitions to one of the gaming states. A gaming machine configured to transition to one of a plurality of different gaming states when a predetermined combination of symbols stops on an active line.
[0107] An example of the conditions under which RT migration is possible is shown below. 1) When you win the Type 1 special role (RB) or the role continuous differential device (Type 1 BB, Type 2 BB). 2) When a combination of symbols that will activate the Type 1 special feature or feature continuous operation device is displayed (for example, when a symbol combination set to Type 1 BB stops on the valid line 70). 3) When the operation of the Type 1 special device or the continuous device operation device has ended (for example, when the Type 1 BB has ended by meeting the end conditions of the Type 1 BB). 4) When a specific combination of symbols is stopped when the conditional device related to the operation of the Type 1 special feature or feature continuous operation device, the Type 1 special feature and feature continuous operation device are not operating. 5) When the result of a predetermined number of games is obtained after either 3) or 4).
[0108] RT1 may be configured so that it is more difficult to transition to RT2 than RT0.
[0109] Condition devices c and d are configured so that "RT0" and "RT1" stop simultaneously when stop switches 34, 35, 36 are operated in an incorrect operating mode, but this is not limited to this. For example, condition devices c and d may be configured so that "RT2" and "RT3" stop simultaneously when stop switches 34, 35, 36 are operated in a correct operating mode.
[0110] When multiple RT transition points stop simultaneously, the multiple RTs to which the player transitions may be configured so that all or some of the RTs are more advantageous or disadvantageous to the player than the RT currently in use.
[0111] The slot machine 1 may be configured as follows. The present invention is not limited to a configuration in which three types of RTs stop on two pay lines 70, but may also be a configuration in which multiple RTs stop on one pay line 70. If there are multiple 70-point paylines, they may or may not share common pieces. In the former case, for example, if there are two lines, one rising to the right and one falling to the right, the common piece is the middle row of the middle reel. In the latter case, for example, a machine with three parallel lines in the top, middle, and bottom rows is assumed. When a winning ticket is won on a condition device where three or more types of RT transitions may stop, if only two types of RT transitions stop due to the operation of stop switches 34, 35, 36, etc., the ticket will transition to the RT corresponding to one of the stopped RT transitions, and if only one type stops, the ticket will transition to the RT corresponding to the stopped RT transition. It may also be configured so that three or more types of RT transitions stop simultaneously. The destination of the transition when multiple RT transition symbols stop may change depending on the operation timing of the stop switches 34, 35, and 36, even if the same stop pattern is reached. For example, it may be configured so that if a 7 symbol is pressed on the left reel, the transition to RT1 occurs, and if not, the transition to RT0 occurs. The degree of advantage for each RT may be gradual. Even if only certain parameters are advantageous, it can still be considered advantageous. For example, RT1 and RT2 have the same replay synthesis probability of 1 / 7.3, but RT2 is more advantageous because it is easier to transition to a more advantageous RT. RT4, which simply has a higher synthesis probability, can be considered more advantageous than RT0. In addition, the overall expected payout value for each RT can be set arbitrarily, and can be increased gradually with RT transition, increased and then decreased, or any combination of increases and decreases. The RT transition symbol combination may be a combination of at least one symbol and "any" (anything can stop). RT may be transitioned by all "any" symbol combinations.
[0112] The performance control unit 121 may be configured to execute the switching control by, for example, a lottery. That is, there may be cases where the switching control is executed and cases where the switching control is not executed.
[0113] For example, when switching the operation mode to be notified from the first operation mode to the second operation mode, the performance control unit 121 may be configured not to notify the operation mode of the stop switches 34, 35, 36 that have already been operated, and / or to notify the operation mode of the stop switches 34, 35, 36 that have not yet been operated, among the second operation modes.
[0114] The performance control unit 121 may be configured to execute control to switch the notification mode when, for example, specific conditions are met. The specific conditions include, for example, the following: ·Start of ART. Changes in the playability of ART. For example, a change from a game count management type ART to a difference number management type ART or a navigation number management type ART, or a change in the net increase in the number of ART. -Changes in the presentation during ART. - Changes in game state. For example, transition from normal state to high probability state (CZ). - Changes in the frequency of effects. For example, a transition from a mode in which effects suggesting the setting value are less likely to appear to a mode in which effects suggesting the setting value are more likely to appear.
[0115] CZ may be an example of a favorable gaming state.
[0116] The advantageous gaming state is not limited to ART, but may also be AT.
[0117] Of the components constituting the slot machine 1, for example, components unrelated to the progress of the game and components related to the progress of the game but which can be substituted by other components can be changed as desired. For example, the liquid crystal display device 22, the illumination device 23, the speaker 24, and the settlement switch can be omitted.
[0118] The components constituting the control device 100 are not limited to those in the above embodiment and can be modified as desired. For example, the game status control unit 115 may also function as the section control unit 114, the reel control unit 112 may also function as the measurement unit 116, or some of the processing performed by the reel control unit 112 may be executed by the game status control unit 115. Furthermore, if possible, the configuration of the main control unit 110 may be provided in the sub-control unit 120, or the configuration of the sub-control unit 120 may be provided in the main control unit 110.
[0119] The conditions for ending the advantageous zone are not limited to the first and second ending conditions. The game zone may be forcibly changed from the advantageous zone to the normal zone under conditions other than these conditions, or the condition for forcibly changing the advantageous zone to the normal zone may not be set. For example, the game zone may be forcibly changed from the advantageous zone to the normal zone when the number of games played in the advantageous zone reaches 4,000, but the game zone may not be forcibly changed from the advantageous zone to the normal zone when the difference in the number of coins in the advantageous zone reaches 2,400. Furthermore, for example, except for when the game zone is forcibly changed from the advantageous zone to the normal zone, once the game zone is set to the advantageous zone, the game zone may not be changed from the advantageous zone to the normal zone until a so-called bonus (e.g., a type 1 BB) is won once or an operation mode for an operation mode role that maximizes the payout of medals is notified once.
[0120] When the setting value of the slot machine 1 is changed, the game zone may be set to inherit the state immediately before the setting value of the slot machine 1 is changed, or may be set to a pre-set initial state (i.e., initialized).
[0121] In the above embodiment, the display unit is configured to display that the advantageous zone is in effect only when the instruction function is activated during the advantageous zone and the average payout rate exceeds 100% when the game is played so as to pay out the maximum number of small winning combinations excluding the combinations and combination continuous operation devices, but this is not limited to this. For example, when the game zone transitions to the advantageous zone, the display unit may be configured to always display that the zone is in an advantageous zone, or it may not be configured to not display that the zone is in effect.
[0122] In the above embodiment, when the gaming zone transitions to a favorable zone, the zone control unit 114 is configured to display, via a display unit provided in the operation unit 30, that the gaming zone is a favorable zone, but this is not limited to this. For example, the liquid crystal display device 22 may be configured to double as the display unit, or the display unit may be omitted so as not to display that the gaming zone is a favorable zone. After the display unit displays that the gaming zone is a favorable zone, it may or may not continue to display that the gaming zone is a favorable zone until the favorable zone ends.
[0123] Instead of a CPU that works in conjunction with software to perform a given function, the control device 100 may include a field-programmable gate array (FPGA) or application-specific integrated circuit (ASIC) that is specifically designed to achieve a given function using hardware alone.
[0124] The main control unit 110 and the sub control unit 120 may be provided on different boards or on the same board. That is, the main control unit 110 and the sub control unit 120 may each have a CPU, ROM, RAM, etc., or may share the CPU, ROM, RAM, etc.
[0125] The push order combination is not limited to winning by operating the stop switches 34, 35, 36 in a predetermined push order. The push order combination may be, for example, won by operating the stop switches 34, 35, 36 at predetermined positions, or may be won by operating the stop switches 34, 35, 36 in a predetermined push order in addition to the predetermined positions.
[0126] The internal lottery table is not limited to the information shown in FIG. 9, but may include any other information depending on the design of the slot machine.
[0127] The arrangement of the reels 41, 42, and 43 is not limited to the arrangement shown in Fig. 3, and any other arrangement may be adopted. The symbol combinations set for each winning combination by internal lottery can be set arbitrarily.
[0128] The slot machine 1 may be configured to be able to execute an effect suggesting the RT to be shifted. In this case, the slot machine 1 is configured so that the RT to be shifted cannot be predicted from the stop of the rotating reels 41, 42, 43. In addition, the slot machine 1 may be configured so that the starting sound of the rotating reels 41, 42, 43 can narrow down the winning condition device (for example, a winning confirmation sound for condition device a, a 50% winning probability sound for condition device e). In this case, for example, by combining it with the stop pattern, it is possible to provide a game of predicting the RT to be shifted.
[0129] The present disclosure can also be applied to medal-less machines. Medal-less machines do not use physical medals to play, but rather use information (similar to credit data) that stores the number of medals. When a bet is made, the information is decremented accordingly, and when a payout is received, the information is incremented accordingly. In other words, in the case of a medal-less machine, the "number of game values paid out" does not refer to the number of medals physically paid out, but includes data that is given to the player and added. Medal-less machines do not require a hopper.
[0130] Any of the various embodiments or modifications described above can be appropriately combined to achieve the effects of each. Furthermore, combinations of embodiments, combinations of examples, or combinations of embodiments and examples are possible, as well as combinations of features within different embodiments or examples. For example, the advantage or disadvantage of the RT to the player, the RT transition mode, the number and mode of activated lines, and the number and mode of symbol combinations are set arbitrarily depending on the gaming machine to which they are applied, and are not limited to the above-described embodiments. [Explanation of symbols]
[0131] 1. Slot Machine 10. Cabinet 20 Front door 22 Liquid crystal display device 33 Start switch 34, 35, 36 Stop switch 41, 42, 43 Spinning reels 100 control device 121 Production Control Unit
Claims
[Claim 1] A plurality of first game states, each including a first state, a second state different from the first state, a third state different from the first and second states, and a fourth state different from the first to third states, wherein the probability of winning a replay in the first draw of the condition device is defined. At least one active line and Equipped with, The first state is associated with the first symbol combination. The second state is associated with the second symbol combination, In the third state, if the first symbol combination stops on the active line at the same time as the second symbol combination stops, the system is configured to transition from the third state to the first state and the second state as the first game state. A gaming machine configured to control the first game state so that it transitions from the third state to the first or second state by a winning condition device in a game in the third state in which the second symbol combination stops simultaneously with the first symbol combination stopping on the active line.