Gaming machine
The gaming machine addresses engagement issues by integrating lottery systems and controlled notifications to create special gaming states, enhancing player satisfaction and interaction.
Patent Information
- Application Number
- JP2025174552
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-10-16
- Publication Date
- 2026-01-21
AI Technical Summary
Conventional gaming machines lack mechanisms to generate special gaming states that provide advantages to players and enhance player engagement through lotteries and notifications.
The gaming machine incorporates lottery means for granting benefits, special gaming state rights, and game result derivation mechanisms, along with notification control to enhance player engagement by waiting for specific lottery results to notify special operations and control game states.
Enhances player engagement by providing special gaming states and benefits, increasing player satisfaction and interaction through controlled notifications and lotteries.
Smart Images

Figure 2026010115000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, slot machines have been known as gaming machines that have multiple reels, and that execute a game by causing the multiple reels to change display based on a player's start operation, and that stop the multiple reels based on the player's stop operation, and that generate specific game states depending on the stopped display state of the multiple reels. In recent years, slot machines have increasingly been equipped with display devices in addition to reels, and that display devices are designed to produce effects related to the game. Among such gaming machines, there is also known a gaming machine in which a lottery is performed for a small winning combination or a specific gaming state based on the execution of a game, and the lottery result is notified on a display device (Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-250129 Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional gaming machines have room for improvement. [Means for solving the problem]
[0005] In order to solve the above problems, the gaming machine of the present invention executes a game based on a player's operation and is capable of generating a special gaming state advantageous to the player in connection with the execution of the game, and includes: lottery means capable of executing a lottery for granting a benefit based on the execution of the game; special gaming state right granting means capable of granting a special right to generate the special gaming state based on the lottery result of the lottery means; game result derivation means capable of deriving a special result as the result of the game when a special operation is performed by the player in a game in which the lottery result of the lottery means results in the first lottery result; and game result derivation means capable of deriving the special result as the result of the game in which the lottery result of the lottery means results in the first lottery result. The system is equipped with a notification control means capable of notifying special operation information for deriving the special result when the special right is granted by the granting means, and a special game state control means capable of controlling the game state to the special game state based on the special result being derived by the game result derivation means, wherein the special game state right granting means is capable of granting the special right based on the lottery result of the lottery means being a second lottery result different from the first lottery result, and the notification control means is configured to wait to notify the special operation information until the lottery result of the lottery means becomes the first lottery result when the special right is granted by the special game state right granting means based on the derivation of the second lottery result. [Brief explanation of the drawings]
[0006] [Figure 1] 1 is a schematic front view showing the appearance of a gaming machine according to a first embodiment. [Figure 2] 1 is a block diagram showing a control configuration of the gaming machine of the first embodiment. FIG. [Figure 3] 3A to 3C are diagrams for explaining the transition of game states in the gaming machine of the first embodiment. [Figure 4] 10 is a diagram showing a lottery table used when determining the ceiling number of games in the main control device of the gaming machine of the first embodiment. [Figure 5]A diagram for explaining the transition of the game state during the AT state in the gaming machine of the first embodiment. [Figure 6] This is a diagram for explaining the additional lottery during the AT state in the gaming machine of the first embodiment. [Figure 7] This is a diagram for explaining the additional lottery during the AT state in variant example 1 of the first embodiment. [Figure 8] A figure showing the presentation image on the main display when an additional lottery is held during the AT state in variant example 1 of the first embodiment. [Figure 9] A figure showing the presentation image on the main display when an additional lottery is held during the AT state in variant example 1 of the first embodiment. [Figure 10] This is a chart to explain the probability of executing the push order navigation when the push order bell role is won during the AT state in variant example 2 of the first embodiment. [Figure 11] A diagram for explaining the transition of the game state during the AT state in variant example 3 of the first embodiment. [Figure 12] A diagram for explaining the transition of the game state during the AT state in variant example 4 of the first embodiment. [Figure 13] A diagram to explain the transition of the game state during the CZ state in the gaming machine of the second embodiment. [Figure 14] A flowchart for explaining the CZ state transition lottery processing in the main control device in the gaming machine of the second embodiment. [Figure 15] A timing chart to explain the transition of probability states in response to the transition of CZ states in a gaming machine of the second embodiment. [Figure 16] This is a table for explaining the probability of promotion to a CZ high probability state and the probability of demotion to a CZ low probability state in a gaming machine of the second embodiment. [Figure 17] A table to explain the winning probability of the CZ state and the winning probability of the second CZ state in the gaming machine of the second embodiment. [Figure 18]This is a chart to explain the probability of adding the number of games to the number of continuing games in the second CZ high probability state in the gaming machine of the second embodiment. [Figure 19] A figure showing the presentation image on the main display when an additional lottery is held for the number of continuing games in the second CZ high probability state in the gaming machine of the second embodiment. [Figure 20] A figure showing the presentation image on the main display during the second CZ high probability state in the gaming machine of the second embodiment. [Figure 21] A figure showing the presentation image on the main display during a CZ overlap high probability state in the gaming machine of the second embodiment. [Figure 22] A diagram for explaining the notification control of the probability state of the CZ state in the gaming machine of the second embodiment. [Figure 23] 10 is a timing chart for explaining the input state of the stop button, the rotation state of the reels, and the effects of the main display when a freeze game is executed in the gaming machine of the third embodiment. [Figure 24] 11 is a diagram for explaining the probability of selecting a freeze time in a freeze game in a gaming machine of a third embodiment. [Figure 25] 11 is a diagram for explaining the selection probability of the notification mode during freeze game in the gaming machine of the third embodiment. [Figure 26] FIG. 11 is a diagram showing an effect image on the main display when transitioning from freeze game to main game in the gaming machine of the third embodiment. [Figure 27] FIG. 13 is a diagram showing an effect image on the main display device when transitioning from a freeze game to a main game in Modification 1 of the third embodiment. [Figure 28] FIG. 13 is a diagram showing an effect image on the main display device when a button effect is executed during freeze game in Modification 2 of the third embodiment. [Figure 29] 13 is a timing chart for explaining the rotation state of the reels and the effect content of the main display device when a pseudo game is executed once during a freeze game in Modification 3 of the third embodiment. [Figure 30]13 is a timing chart for explaining the rotation state of the reels and the effect content of the main display device when a pseudo game is executed twice during a freeze game in Modification 3 of the third embodiment. [Figure 31] 13 is a diagram for explaining the selection probability of a pseudo game pattern when a pseudo game is executed twice during a freeze game in Modification 3 of the third embodiment. [Figure 32] A timing chart to explain the transition of the game state when a CZ state occurs in a gaming machine of the fourth embodiment. [Figure 33] A table to explain the lottery probability for transitioning to the CZ state in the gaming machine of the fourth embodiment. [Figure 34] This is a timing chart to explain the transition of the game state when a special replay role is won during the CZ state in a gaming machine of the fourth embodiment, resulting in a transition to a pseudo bonus state. [Figure 35] A figure showing the presentation image on the main display when a special replay role is won during the CZ state in the gaming machine of the fourth embodiment. [Figure 36] A figure showing the presentation image on the main display when a normal replay role is won during the CZ state in the gaming machine of the fourth embodiment. [Figure 37] This is a timing chart to explain the transition of the game state when a gaming machine of the fourth embodiment transitions to a pseudo bonus state due to a rare win during the CZ state. [Figure 38] A figure showing the presentation image on the main display when a rare role is won during the CZ state in the gaming machine of the fourth embodiment. [Figure 39] This is a chart to explain the selection lottery probability of the pseudo bonus state during the premonition period in the CZ state in the gaming machine of the fourth embodiment. [Figure 40] 10 is a diagram for explaining the control content of the instruction effect that indicates a special symbol combination in the gaming machine of the fourth embodiment. [Figure 41] 10 is a diagram for explaining the control contents of the fake instruction presentation during the premonition period in the gaming machine of the fourth embodiment. [Figure 42] FIG. 10 is a diagram for explaining the transition of the gaming state in the gaming machine of the fifth embodiment. [Figure 43] This is a diagram to explain the results of the lottery to transition to the AT state when the bonus state is won in the gaming machine of the fifth embodiment. [Figure 44] This is a table for explaining the results of the lottery for transitioning to the AT state and the results of the additional lottery for each game during the bonus state in the gaming machine of the fifth embodiment. [Figure 45] This is a timing chart to explain the transition of the game state and the presentation content of the main display when the lottery to transition to the AT state is won during the bonus state in the gaming machine of the fifth embodiment. [Figure 46] FIG. 11 is a diagram showing the presentation image of the main display when the bonus state in the gaming machine of the fifth embodiment ends or continues. [Figure 47] A figure showing the presentation image of the main display when the AT state in the gaming machine of the fifth embodiment ends or continues. [Figure 48] This is a timing chart to explain the transition of the game state and the content of the presentation on the main display when a bonus role is won during the AT state in which a presentation corresponding to the bonus state is being executed in the gaming machine of the fifth embodiment. [Figure 49] A figure showing the presentation image on the main display when a bonus role is won during the AT state in which a presentation corresponding to the AT state is being executed in the gaming machine of the fifth embodiment. [Figure 50] A figure showing the presentation image on the main display when a bonus role is won during the AT state in which a presentation corresponding to the AT state is being executed in the gaming machine of the fifth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0007] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. Here, a slot machine will be described as an example of a gaming machine according to an embodiment of the present invention.
[0008] First Embodiment A first embodiment of a gaming machine according to the present invention will be described with reference to FIGS.
[0009] First, the overall configuration of the slot machine 1 will be described with reference to FIGS. The slot machine 1 is installed in an amusement park or the like. As shown in Figures 1 and 2, the slot machine 1 includes a front door 1a, a bet button 2a, a return button 2c, a performance button 2d, an upper performance button 2f, a medal slot 2, a start lever 3, reels 4, a stop button 5, a display window 6, a medal payout device 7, a medal payout outlet 7b, a main display 8, a sub-display 17, a speaker 9, a front panel 19, a lamp 11, a navigation lamp 12, an advantageous zone lamp 13, a probability setting device 14, a display decorative frame 15, a drum unit 4d, an external output terminal 18, a main control device 10, and a sub-control device 20.
[0010] The main control unit 10 and the sub-control unit 20 each have a memory unit and a control unit, and are devices capable of various calculation processes and various controls, and are included in the concept of a computer. Each memory unit has a storage device such as a semiconductor memory element that stores programs, information, etc. necessary for the operation of the slot machine 1. Each control unit has a CPU, etc. Each control unit realizes the various functions of the first embodiment by appropriately reading and executing various programs, etc. stored in each memory unit.
[0011] [Front view of the gaming machine] As shown in FIG. 1, a front door 1a is provided on the front of the slot machine 1. The front door 1a is pivotally attached to one side (left side as viewed from the front) of the main body (not shown) which is disposed behind the front door 1a and attached to an island facility (not shown), and is configured to be able to open and close forward in a single-door format. Note that, hereinafter, the left and right directions are indicated when the slot machine 1 is viewed from the front side.
[0012] When the slot machine 1 is viewed from the front side, the main display 8 is located at the center position in the left-right direction at the top of the front door 1a. The main display 8 is made up of a liquid crystal display or the like that can display multiple pieces of information, such as information related to effects (effect images), as will be described later, and constitutes a display means. A display decorative frame 15 having an opening in the center is arranged above the front door 1a and in front of the main display 8, and the main display 8 is arranged with its display surface facing forward through the opening of the display decorative frame 15.
[0013] Speakers 9 are provided on the left and right sides of the main display 8, and are capable of outputting sound effects corresponding to the effects displayed on the main display 8, for example. In addition, lamps 11 consisting of LEDs or the like are arranged on each of the left and right sides of the main display 8, and can output light, for example, when a winning combination is achieved, or light in a light emission mode corresponding to the effects displayed on the main display 8.
[0014] On the right side of the main display 8, an upper effect button 2f is provided, which is exemplified as an operation means (effect operation means). The upper performance button 2f is a push-type button that moves back and forth, and the pushing operation of the upper performance button 2f is detected by a non-contact sensor or the like and output as operation information of the upper performance button 2f to the sub-controller 20. In addition, a light-emitting source (not shown) consisting of an LED or the like is provided inside the upper performance button 2f, and the light emitted by the light-emitting source can notify that the operation of the upper performance button 2f is valid.
[0015] In the center of the front door 1a of the slot machine 1 in the vertical direction, a flat front panel 19 is disposed, the surface of which is decorated and displays various functions. Behind the front panel 19, a drum unit 4d equipped with a reel 4 as a variable display means is disposed. Further, in the approximate center of the front panel 19, a display window 6 made of a light-transmitting material is formed, through which the symbols on the reels 4 can be seen from the front.
[0016] The reels 4 are comprised of a left reel 4a, a center reel 4b, and a right reel 4c, which are arranged side by side in the left-right direction. The rotation axes of the reels 4a to 4c extend in the left-right direction, and the rotation centers of the reels 4a to 4c are set to the same. The reels 4 (4a to 4c) have continuous symbols (identification information) on their peripheries, and these symbols are configured to be identifiable from outside the machine through a display window 6. As the reels 4 rotate in one direction, the symbols can be displayed in a variable manner, for example, from top to bottom, within the display window 6. Each of the reels 4a to 4c displays a plurality of symbols (for example, 20 symbols), and the types of symbols include, for example, "replay," "watermelon," "cherry," "bell," and "7." The shape of the reel 4 is not limited to this, and for example, the number of symbols on the periphery may be other than 20.
[0017] Above the display window 6 on the front panel 19, navigation lamps 12a, 12b, and 12c capable of indicating the stop order of the stop buttons 5 (described later) are arranged in correspondence with the reels 4a, 4b, and 4c. In addition, a favorable zone lamp 13, which may be, for example, an LED, is disposed on the lower left side of the display window 6 on the front panel 19. The favorable zone lamp 13 is controlled to light up during a favorable zone (described later). Note that, instead of the favorable zone lamp 13, the slot machine 1 may control to light up, for example, the "dot" portion of a 7-segment display (also called "7-seg") that constitutes a payout number display section that displays the number of medals paid out.
[0018] A sub-display 17 is disposed on the front panel 19 to the right of the display window 6 (reels 4). The sub-display 17 is configured from a liquid crystal display or the like that can display a plurality of pieces of information, such as information related to effects (effect images), as will be described later, and constitutes display means. In addition, the sub-display 17 has a smaller display area than the main display 8, but is disposed closer to the reel 4 than the main display 8, making it easy to view the displayed image while watching the reel 4 rotate and stop. In addition, the sub-display 17 is composed of a touch panel type display, and allows the player to perform various operations related to the presentation content by touching the screen, such as switching operations to change presentation modes and switching operations to explanatory images of the game content.
[0019] A step protruding forward is formed below the front panel 19, and on the upper surface of the step there are arranged a medal insertion slot 2, a bet button 2a which is an example of an operating means, and a performance button 2d which is an example of an operating means (performance operating means). The medal insertion slot 2 is a portion where a player inserts medals (game media). Inside the medal insertion slot 2, a medal selector 2b (medal detection means) such as a sensor that detects medals inserted into the medal insertion slot 2 is provided. The bet button 2a is a push button that allows the player to input the number of bets that are a condition for starting the game, and allows the player to input the maximum number of bets allowed by the slot machine 1 with one operation.
[0020] The effect button 2d is a push-type button that moves up and down, and the pushing operation of the effect button 2d is detected by a non-contact sensor or the like and output as operation information of the effect button 2d to the sub-controller 20. In addition, a light-emitting source (not shown) made of an LED or the like is provided inside the effect button 2d, and the light emitted by the light-emitting source can notify that the operation of the corresponding effect button 2d is valid. The effect button 2d is disposed in a position closer to the reel 4 than the upper effect button 2f described above.
[0021] A start lever 3, a return button 2c, and a stop button 5, which is exemplified as an operating means (stop operating means), are arranged on the front surface of the stepped portion. The start lever 3 is a lever that the player operates to start the game. After the number of bets is input, the start lever 3 is activated and the game can be started. The return button 2c is configured as a push button that moves back and forth, and is a button that is operated to cancel the set number of bets or to pay out medals stored as credit medals. The stop buttons 5 are used to stop the spinning reels 4 and consist of push-buttons that move back and forth, with the left stop button 5a, center stop button 5b, and right stop button 5c arranged horizontally at predetermined intervals to correspond to the left reel 4a, center reel 4b, and right reel 4c. Each stop button 5 is provided with a light source (not shown) such as an LED inside, which changes the color of the emitted light (from red to blue) to indicate that the operation of each stop button 5 is valid.
[0022] Below the front door 1a of the slot machine 1, a medal payout outlet 7b through which medals paid out from the medal payout device 7 are ejected is provided.
[0023] [Block diagram showing the control configuration of the gaming machine] FIG. 2 shows a block diagram of the control system in the slot machine 1 according to the first embodiment. 2, the slot machine 1 is equipped with a main control device 10 that performs the drawing of winning roles and the control of the progress of the game, and a sub-control device 20 that is configured to be able to communicate with the main control device 10 and performs various performance control etc. based on control information from the main control device 10. Transmission of control information between the main control device 10 and the sub-control device 20 is limited to one direction only, from the main control device 10 to the sub-control device 20, preventing input of unauthorized signals from the sub-control device 20 to the main control device 10.
[0024] The main control device 10 is connected by a communication cable to the bet button 2a, medal selector 2b, return button 2c, start lever 3, stop button 5, probability setting device 14 (setting means), external output terminal 18, medal payout device 7, drum unit 4d, and advantageous zone lamp 13, and is capable of controlling each device. The main control device 10 also includes a memory unit (storage means) and a control unit.
[0025] The probability setting device 14, which serves as a setting means, changes the probability of winning in a special game state (e.g., a pseudo-bonus state) in multiple stages (e.g., six stages), thereby enabling the degree of advantage for the player to be set in multiple stages, and the main control device 10 performs processing to set the probability of winning in the special game state to one of multiple probability values with different probabilities based on the probability setting operation in the probability setting device 14. Of the setting values set by the probability setting device 14, setting 1 is the lowest probability value, the larger the number, the higher the probability value, and setting 6 is the highest probability value. Therefore, setting 1 is the setting that is most disadvantageous to the player (the setting with the lowest degree of advantage), and the larger the number, the more advantageous it is to the player, and setting 6 is the setting that is most advantageous to the player (the setting with the highest degree of advantage).
[0026] In addition, the winning probability of the special game state may be controlled by a fixed probability value without being affected by the setting value of the probability setting device 14. In addition, by changing the transition probability to the CZ state or the AT state depending on the setting value in the probability setting device 14, the degree of advantage of the player may be changed in multiple stages. In addition to the special game state, the probability of winning a predetermined small role (for example, a bell role) may be made variable in multiple stages (for example, six stages).
[0027] The external output terminal 18 outputs information related to games played on the slot machine 1 to a management device (not shown) or a calling device (not shown) installed in the gaming facility, and outputs information under the control of the main control device 10 to collect various data such as the number of games played on the slot machine 1, the number of medals inserted, the number of medals paid out, the number of times a game state advantageous to the player occurs (for example, the pseudo-bonus state and AT state described below) and the transition period.
[0028] The drum unit 4d is a device that integrally includes reels 4a to 4c and stepping motors (not shown) that rotate the reels 4a to 4c. The medal payout device 7 has a medal storage section (not shown) that collects medals inserted into the medal selector 2b as medals before being paid out, and is a device that pays out medals stored in the medal storage section to a medal payout outlet 7b. The medal payout device 7 is equipped with a sensor that detects the paid-out medals. The medal selector 2b is provided downstream of the medal insertion port 2 and is equipped with a sensor that detects medals inserted through the medal insertion port 2.
[0029] The memory unit of the main control device 10 stores various information such as game programs related to games, tables for drawing lots for small winning combinations and AT states, etc. Furthermore, the main control device 10 operates by a control unit and a storage unit in which a program is stored, and thereby performs processes related to the progress of games on the slot machine 1, etc.
[0030] The main control device 10 performs processes such as starting the game and sampling random numbers from a random number generator (not shown) based on a signal from the start lever 3. Then, it performs lottery processing for winning combinations based on the sampled random numbers. In addition, it performs random number generation processing by, for example, updating the random numbers at predetermined timings in accordance with the control program in the storage unit, and performs lottery processing for transitioning to a pseudo-bonus state, lottery processing for transitioning to an AT state, lottery processing for adding extra bonuses to an AT state, etc. based on the generated random numbers.
[0031] That is, the main control device 10 is provided with a lottery means for drawing (determining) whether or not to grant a special benefit such as a small win, a pseudo bonus state, or an AT state in response to the execution of a game. In addition, the lottery patterns using random numbers may be other than those mentioned above, and the winning combination may be selected based on random numbers generated by software, and the transition to a pseudo-bonus state or AT state, or additional selection may be performed based on random numbers generated by a random number generator, or all selections may be performed using random numbers generated by software or random numbers generated by a random number generator.
[0032] The main control device 10 also controls the rotation of the reels 4 based on a signal from the start lever 3. The main control device 10 detects the rotation position of each of the reels 4a, 4b, and 4c based on signals from sensors (not shown) provided on each of the reels 4a, 4b, and 4c, and is therefore able to grasp the rotation position of the symbols on each of the reels 4a, 4b, and 4c. Then, based on a signal from the stop button 5, the main control device 10 controls the desired symbols to stop within the display window 6.
[0033] In addition, the main control device 10 realizes game play on the slot machine 1 by controlling game progress processing involving internal lottery processing, management of various information stored in the memory unit, and devices such as the medal payout device 7 in response to the operation of the operating unit such as the start lever 3.
[0034] The sub-controller 20 is connected to and capable of communicating with the effect button 2d, upper effect button 2f, speaker 9, main display 8, lamp 11, navigation lamp 12, and sub-display 17 via a communication cable. The sub-controller 20 controls these devices in accordance with control information from the main controller 10. The sub-controller 20 also includes a memory unit and a control unit.
[0035] The storage unit of the sub-controller 20 stores various information such as programs related to performance, performance image data, and audio data. The sub-controller 20 operates using a control unit and a storage unit in which a program is stored, and performs processing such as effects synchronized with play on the slot machine 1 in response to commands (control information) from the main controller 10. For example, it controls the main display 8, lamps 11, speaker 9, etc. to output effect images and sound effects that indicate the transition of game states, and lamp effects.
[0036] In addition, the sub-controller 20 can control the switching timing of each effect based on signals from the effect button 2d, the upper effect button 2f, and the touch panel of the sub-display 17. Either one or both of the main control device 10 and the sub-control device 20 constitute the special game state control means, special game state switching control means, change lottery control means, bonus awarding means, notification control means, game control means, extended lottery control means, probability control means, duplicate notification control means, state notification control means, lottery means, game control means, freeze game control means, specific notification control means, special game state occurrence determination means, first game control means, second game control means, special game state right awarding means, game result derivation means, specific game state control means, presentation control means, bonus lottery means, notification change control means, special presentation control means, second special game state control means, end instruction presentation control means, mid-game instruction presentation control means, and bonus awarding presentation control means in the present invention.
[0037] Such a slot machine 1 is configured to be able to execute the following slot machine games under the control of the main control device 10.
[0038] At the start of the game, medals are inserted into the medal insertion slot 2, or the number of bets is set from credit medals by operating the bet button 2a. Then, when the number of bets reaches a predetermined number (for example, three coins), one of the conditions for starting the game is met, and the player enters a state in which the right to play one game is held and the game can be started.
[0039] In this state where the game can be started, the operation of the start lever 3 is valid. In this valid state, when the start lever 3 is tilted, all of the conditions for starting the game are met, the game starts, and the reels 4a to 4c displaying multiple symbols start to move, and an internal lottery process is executed to determine in advance, before the reels 4 stop, the lottery results for the current game regarding multiple roles (including misses) such as replay roles, small roles, and bonus roles, as well as transitions to pseudo bonus and AT states. In the internal lottery process, a winning combination for the current game is determined by lottery from among a plurality of winning combinations based on a predetermined probability of winning. For example, a winning combination such as a replay combination or a bell combination is derived by lottery.
[0040] Furthermore, even if the main control device 10 receives a signal from the start lever 3, if a predetermined time (e.g., 4.1 seconds) has not elapsed since the start of rotation of the reels 4 in the previous game, the main control device 10 performs limiting control to limit the number of games executed per unit time (e.g., 1 minute) to a predetermined number (e.g., 14 games) by temporarily waiting (inserting a waiting time) before the start of rotation of the reels 4, thereby delaying the start of rotation of the reels 4. In other words, the main control device 10 is equipped with game number limiting means that can limit the number of games executed per unit time to a predetermined number. This control limits the shortest execution time required for one game to a predetermined time (e.g., 4.1 seconds). The period for monitoring the above-mentioned shortest execution time may be set based on a point other than the point at which the reel 4 starts to rotate between games. For example, it may be based on the point at which the stop button 5 is activated, or any point at which the number of games per unit time can be monitored.
[0041] Each reel 4a to 4c is an example of a display means, and multiple symbols (replay, bell, watermelon, cherry, BAR, 7) are displayed on the periphery of each reel 4a to 4c in a predetermined arrangement, and the rotation speed gradually increases from a stopped state, before reaching a steady rotation at a constant speed. When the reels reach this steady rotation, the stop buttons 5a to 5c provided corresponding to the reels 4a to 4c become pressable.
[0042] When each of the stop buttons 5a to 5c is pressed in this state, the reels 4a to 4c are controlled to stop in a combination of symbols that is allowed based on the timing of the operation and the result of the internal lottery process. The stop control (pull-in stop control) of each reel 4a to 4c has a pull-in range set for each, and a predetermined number (for example, four) of symbols in the reverse rotation direction (upward) from the symbol at the time the stop operation is performed can be pulled in, and only any of the symbols within this pull-in range can stop on an active line.
[0043] In the stopped state, three consecutive symbols displayed in the vertical direction on each of the reels 4a to 4c stop (stop display) so that they face the outside of the machine through the display window 6, and whether or not a win has been made is determined based on the state of the stop display at this time. Winning is determined based on the combination of symbols that stop on the middle winning line that connects the middle symbols of each reel 4 in the display window 6. Therefore, even if predetermined symbols line up on a diagonal line, for example, winning is determined based on the combination of symbols that are actually stopped in the middle row at that time but are not lined up.
[0044] The winning combinations such as small winning combinations and replay winning combinations are determined based on the combination of symbols on the winning line. The minor roles include, for example, the bell role, the watermelon role, and the cherry role.
[0045] There are two types of bell roles, each with a different combination of corresponding symbols. For example, there can be a common bell role with a "bell-replay-bell" combination in the order of "left reel 4a, middle reel 4b, right reel 4c" on the winning line (and so on), and a push-order bell role with a "bell-bell-bell" combination.
[0046] The common bell role is a minor role in which the corresponding combination of symbols ("bell, replay, bell") stops regardless of the order in which the stop buttons 5a to 5c are operated (called the push order), and the push order bell role is a minor role in which the corresponding combination of symbols ("bell, bell, bell") stops by following a specific push order.
[0047] Furthermore, the push order bell role has six push order bell roles 1 to 6, in which the stop buttons 5a to 5c are operated in one of six push orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.) (specific push order), and the corresponding symbol combination ("Bell Bell Bell") is stopped and displayed. When the stop buttons 5a to 5c are operated in five other push orders (push orders other than the specific push order), the corresponding symbol combination ("Bell Bell Bell") is not stopped and displayed, and another symbol combination (called a "Bell Spill") such as "Bell Bell Replay" is stopped and displayed.
[0048] When the push order bell role is won, regardless of which stop button 5 is operated second or third, as long as only the first stop button 5 is operated in a specific push order, the reels 4 may be controlled to stop so that a combination of symbols corresponding to the push order bell role stops. Also, the number of push order bells is not limited to six, and three push order bells 1 to 3 may be provided.
[0049] The watermelon role is a small role (rare role) where the corresponding symbol combination is "watermelon, watermelon, watermelon", and there are two types: a weak watermelon role where "watermelon, watermelon, watermelon" stops on the upper or lower line, and a strong watermelon role where "watermelon, watermelon, watermelon" stops on the upward-to-right or downward-to-right line. The cherry role is a minor role (rare role) where the corresponding symbol combination is "cherry-ANY-ANY." There are two types of cherry roles: a weak cherry role where "cherry" stops on the top or bottom row of the left reel 4a, and a strong cherry role where "cherry" stops on the middle row of the left reel 4a.
[0050] There are two replay roles with different corresponding symbol combinations: a normal replay role (hereinafter referred to as a replay role) with a corresponding symbol combination of "replay-replay-replay" and a chance replay role (chance role) with a corresponding symbol combination of "replay-bell-bell." "Replay Bell Bell" (Chance Eye) is a combination of symbols that stops and is displayed when a Chance Replay symbol is won, and along with the Watermelon symbol and the Cherry symbol, it is set as a so-called rare symbol with a relatively low probability of winning in the internal lottery process. Of these, the Weak Watermelon symbol and the Weak Cherry symbol are set as weak rare symbols, and all symbols other than the Weak Watermelon symbol and the Weak Cherry symbol are set as strong rare symbols.
[0051] In addition, the main control device 10 and the sub-control device 20 are capable of generating an AT (assist time) as a game state related to the push order bell role. The AT is a state in which, when the push order bell role is won, the push order of the won push order bell role is notified (push order navigation is executed) by the main display 8 and the navigation lamp 12. In other words, the sub-control device 20 constitutes notification control means capable of executing control to notify operation information (specific operation information) for deriving a specific result ("Bell Bell Bell") as the result of the game. Therefore, the occurrence of AT allows players to easily win medals, and is controlled during the pseudo-bonus state and AT state described below. The navigation lamp 12 may be configured to be directly drive-controlled by the main control device 10 without going through the sub-control device 20.
[0052] Based on the combination of symbols as explained above, the winning of a small role, a replay role, or a bonus role is judged (judgment means), and if the result of the judgment is that the combination of symbols corresponds to each of the above, a win is made and a game value according to the establishment of each win is awarded. For example, when a combination of symbols corresponding to a small win such as a bell, cherry, or watermelon stops, it is determined that a small win has been achieved, and the medal payout device 7 is driven and controlled to pay out a predetermined number of medals through the medal payout outlet 7b.
[0053] Specifically, in the case of a bell role (common bell role, push order bell role), when a combination of corresponding symbols is stopped and displayed, eight medals are paid out. Furthermore, when the push order bell role is won, if the stop buttons 5a to 5c are operated in a push order other than the specific push order (five push orders), no medals will be paid out. When the push order bell role is won, if the stop buttons 5a to 5c are operated in a push order other than the specific push order (five different push orders), fewer than eight medals (for example, one medal) may be paid out, or for some push orders other than the specific push order, fewer than eight medals (for example, one medal) may be paid out, and for other push orders, no medals may be paid out. In addition, the probability of winning the bell role is set so that the number of medals held by the player increases during the AT state described below.
[0054] In addition, when a combination of symbols corresponding to a weak watermelon role and a strong watermelon role is stopped and displayed, two medals are paid out. In addition, when a combination of symbols corresponding to a weak cherry role and a strong cherry role is stopped and displayed, one medal is paid out. The number of medals paid out when a combination of symbols corresponding to each winning combination is stopped and displayed may be other than the above-mentioned number.
[0055] Furthermore, the replay role and chance replay role are determined by the stopped display of the combination of symbols corresponding to the replay role and chance replay role, and the next game can be played with the same number of bets as the number of bets set in the previous game without inserting medals (without setting the number of bets).
[0056] In addition, the probability of winning each small role and replay role is set so that, for each setting value, the relationship is Bell role > Replay role > Weak Cherry role > Weak Watermelon role > Chance Replay role > Strong Cherry role > Strong Watermelon role, meaning that Bell role is the most likely to win and Strong Watermelon role is the least likely to win. The relationship between the winning probabilities of each role may be other than that described above.
[0057] [Transition of gaming state in gaming machine] Next, the transition of the gaming state in the slot machine 1 in the first embodiment will be described with reference to FIG. In the slot machine 1 of this first embodiment, it is possible to play a 3-bet game in which three medals are spent (three bets are made) to play the game, and Figure 3 shows the transition of the game state when a 3-bet game is played, which is realized by the control of the main control unit 10. In this first embodiment, the transition of the game state is controlled only when a 3-bet game is executed, and the game state is not transitioned for other games (for example, a 2-bet game). However, it is also possible to allow the game to be executed only when 3 bets are placed, and to prohibit the game from being executed for other bet numbers. Hereafter, the 3-bet game will be referred to as the "game."
[0058] 3, the slot machine 1 of the first embodiment is played in multiple game states, including a normal game state, a CZ state, a pseudo bonus state, and an AT state. The main control device 10 can control the transition from one game state to another game state when a predetermined transition condition is met.
[0059] Furthermore, the main control device 10 of the first embodiment is provided with a zone control means that can control the gaming zone to either a normal zone or an advantageous zone, in addition to the above gaming state. The normal zone is a game zone in which push order navigation is not executed, and begins when the next game starts after the advantageous zone ends, and ends when the conditions for transitioning to the advantageous zone are met. In the normal zone, the advantageous zone lamp 13 is controlled to be off.
[0060] In addition, in the normal zone, when the conditions for transitioning to the advantageous zone are met, for example, when a predetermined role (for example, a bell role) is won in an internal lottery, it is determined that the player will transition to the advantageous zone. In addition, the transition conditions for the AT state may be established based on the winning of a predetermined rare role in the normal zone, and in this case, it is preferable to transition to the AT state after the establishment of the advantageous zone transition conditions. Therefore, since the push order navigation will be executed after the establishment of the advantageous zone transition conditions, push order navigation will not be performed in the normal zone. Furthermore, when the main control device 10 is reset, it is controlled to the normal section.
[0061] The advantageous zone is a game zone in which push order navigation may be performed, and is a game zone that is more advantageous to the player than the normal zone because push order navigation may be performed. In addition, the advantageous zone begins when the next game starts after the advantageous zone transition condition is met in the normal zone, and ends when a predetermined advantageous zone end condition is met. In the advantageous zone, the advantageous zone lamp 13 is controlled to be lit. In addition, after transitioning to the advantageous zone, the advantageous zone lamp 13 may start to light up when the game state (for example, pseudo-bonus state) is reached in which the number of medals held by the player increases due to the execution of the push order navigation.
[0062] In addition, the advantageous zone transitions to the normal zone when the end condition of the advantageous zone is met based on the end of a specific game state among the multiple game states mentioned above. Examples of conditions for the end of the advantageous period include the end of a pseudo-bonus state that does not transition to an AT state or the end of the AT state. In addition, the conditions for ending the advantageous zone may not be met at a part of the end of the pseudo-bonus state that does not transition to the AT state.
[0063] Furthermore, the conditions for ending the advantageous zone are set as follows: when the number of games in one advantageous zone (advantageous zone game number) reaches the upper limit number of games (for example, 3000 games), and when the net increase in the number of medals (difference in number of medals), which indicates the increase in the number of medals held by the player in one advantageous zone, exceeds the upper limit number (for example, 2400 medals), and the game state transitions to the normal game state when the advantageous zone ends. When at least one of the above three types of ending conditions is met, the advantageous zone ends.
[0064] In particular, the number of games played in the advantageous zone mentioned above reaching the upper limit (maximum number), and the net increase in the number of medals played in the advantageous zone reaching the upper limit are provided as restriction functions (so-called limiters) to restrict the number of medals that can be acquired by the player, making it possible to curb gambling. The main control device 10 counts the number of games played up to the maximum number of games for normal games only, and does not count pseudo-games that are executed separately from normal games as part of the number of games played, as will be described in more detail below.
[0065] That is, the main control device 10 is provided with a counting means that counts the number of times that normal games (number of games in the advantageous zone) are executed in the advantageous zone, but does not count the number of times that pseudo games are executed. Furthermore, the main control device 10 as the interval control means shifts the game interval to the normal interval when the counting result by the counting means indicates the upper limit number of games (specific number of times) in the advantageous interval.
[0066] Furthermore, in this first embodiment, for example, the activation of the above-mentioned limiting function during the AT state is determined in advance, and the period from this determination until the limiter is activated is set as the ending period, and a presentation (completion presentation) is executed to congratulate the player in advance that the advantageous state has continued to the upper limit. Furthermore, in the first embodiment, although details will be described later, pseudo games are made impossible to execute during the ending period, so as to prevent players from having unnecessary expectations.
[0067] In addition, in the slot machine 1 of the first embodiment, transition control is performed between a normal zone, which is a zone where the push order navigation cannot be performed, and an advantageous zone, which is a zone where the push order navigation can be performed, based on the execution of the game. In the initial state of the slot machine 1, the slot machine 1 is controlled to the normal zone, and when a predetermined transition condition is met (for example, when a bell role is won) during the execution of the game in the normal zone, a transition to the advantageous zone is performed.
[0068] (Normal gameplay state) The normal gaming state is a gaming state in which the player remains when the main controller 10 of the slot machine 1 is reset, and is a disadvantageous state for the player. 3, the main control device 10 performs a lottery process for transitioning to the CZ state, pseudo bonus state, and AT state while in the normal gaming state. Note that, depending on the specifications of the slot machine 1, it may not be possible to transition directly from the normal gaming state to the AT state. In the normal game state, such as when the main control device 10 of the slot machine 1 is reset, the game zone is controlled to the normal zone, and when the conditions for transition to the advantageous zone during the normal game state are met, the game zone transitions from the normal zone to the advantageous zone.
[0069] In addition, the normal game state is set to a normal probability state and a high probability state, and in each game, the probability of transitioning to the pseudo-bonus state is controlled so that the high probability state is higher than the normal probability state.
[0070] The transition of the probability state is controlled so that, for example, when a weak watermelon or weak cherry role is won, there is a 30% probability of transition from the normal probability state to the high probability state. On the other hand, as a predetermined fall condition, for example, when a replay role is won, when a bell role is won, or when a miss occurs, there is a 5% probability of transition from the high probability state to the normal probability state.
[0071] The winning probability in the pseudo bonus state is set at, for example, a 20% probability when a chance role or a strong cherry role is won in the normal probability state, and at a 50% probability when a chance role or a strong cherry role is won in the high probability state. When the probability state changes from a normal probability state to a high probability state, the sub-controller 20 controls the main display 8 to notify the player that the state is high probability. For example, if a stage in which the main character moves through a grassland is displayed during normal gameplay, the background of the stage is changed from a daytime background to an evening background to notify the player that the state is high probability.
[0072] However, rather than ensuring that the stage is changed when a high probability state is reached, a stage change lottery is held with a predetermined probability (for example, 30%) during the game when the high probability state is reached, and the stage is changed only if the change lottery is won. In addition, even in a game in a normal probability state, a lottery for changing to a stage is held with a predetermined probability (2%), and if this change lottery is won, control is exercised to change to a stage indicating a high probability state.
[0073] On the other hand, even when staying on a stage with an evening background, a lottery for changing to a daytime background is held, and the game is controlled so that in a normal probability state, there is a relatively high probability (for example, 20%) of winning the change lottery, and in a high probability state, there is a relatively low probability (for example, 5%) of winning the change lottery. Therefore, even if the stage has an evening background, it does not necessarily mean that the player is in a high probability state; a stage with an evening background merely indicates a high probability state.
[0074] In addition, if the setting value in the probability setting device 14 is changed or the main control device 10 is reset, the game will move through the normal zone and then to the advantageous zone, and then actual play can begin in the normal game state in the normal probability state.However, for each setting value in the probability setting device 14, the normal game state may be started in a high probability state with a predetermined probability. In addition, during the high probability state, in addition to the pseudo bonus state, the probability of winning the CZ state or AT state may be increased.
[0075] Furthermore, in a game during the normal gaming state, a pseudo game is executed based on the establishment of a predetermined condition, and a game is executed to notify the player of a transition to a predetermined gaming state (for example, a pseudo bonus state). In addition, a transition lottery for the above benefits (CZ state, pseudo bonus state, AT state) may also be conducted based on pseudo play.
[0076] During the normal gaming state, an individual effect that is completed in one game is executed on the main display device 8 or the sub-display device 17 with a predetermined probability. The individual effects are mainly performed to heighten the player's sense of anticipation, and include winning effects that are performed based on the results of the lottery for winning combinations in the main control device 10. In addition, individual effects also include those that are executed based on the probability state at that time (normal probability state or high probability state), and those that are executed to explain the game. The winning effect is an effect that is mainly executed to notify the results of the lottery for the winning role, and displays an item that can notify the winning role (for example, a rare role) when a specified character appears, or displays text information such as "Chance" or "Super Hot" that indicates the expectation of the occurrence of a special role (such as a pseudo-bonus state) when a specified character appears, and displays an image corresponding to the type of winning role and the lottery result related to the granting of a special role triggered by the winning role (for example, a rare role).
[0077] -Transition process from normal game state to pseudo bonus state (arrow a1 in Figure 3) The number of games is counted as games are played during the normal game state (advantageous zone), and when the number of times the game is played reaches a predetermined number (special number: ceiling game number), a transition from the normal game state to the pseudo-bonus state is made. The ceiling number of games is determined when the game zone transitions from the normal zone to the advantageous zone, and as will be described in detail later, the ceiling number of games at that time is set each time the zone transitions to the advantageous zone.
[0078] Furthermore, when a game is executed during the normal game state, a lottery is held to transfer to the pseudo-bonus state when a predetermined combination is won, and if the lottery is won with a predetermined probability, a transition from the normal game state to the pseudo-bonus state is also made.
[0079] More specifically, the main control device 10 performs a lottery process for transitioning to the pseudo bonus state in advance based on the winning of a predetermined rare role as a specific lottery result. For example, the process for transitioning to the pseudo bonus state is performed with a predetermined probability (for example, 20%) when a chance role or a strong cherry role is won. The pseudo bonus state continues until a predetermined number of games have been played, during which a lottery to transition to the AT state is held. Details of the pseudo bonus state will be described later.
[0080] In addition, in the normal game state, the probability of entering the pseudo bonus state when a specified rare role is won can be changed according to the setting value in the probability setting device 14, which serves as a setting means. For example, when a strong cherry role is won, the probability of entering the pseudo bonus state is 10% for setting 1, 12% for setting 2, 14% for setting 3, 16% for setting 4, 18% for setting 5, and 20% for setting 6.
[0081] Incidentally, the decision to transition to the pseudo bonus state, i.e., whether or not to grant a benefit, may be made by means other than the consumption of the ceiling number of games or the drawing of a rare role by a drawing means. For example, the decision to transition to the pseudo bonus state may be made when a predetermined role (for example, a bell role) has been won (or the actual number of times it has been won) reaches a predetermined number, or a drawing of a pseudo bonus state may be held at that time. Alternatively, predetermined points may be added according to the drawing of a role, and the points to be added may be made changeable according to the type of role won or the state in which the role is won, and the decision to transition to the pseudo bonus state may be made when these points reach a predetermined number, or a drawing of a pseudo bonus state may be held at that time.
[0082] In addition, a pseudo bonus state may be generated during the AT state described below. In addition, in the first embodiment, the lottery trigger role for the pseudo bonus state is set to the chance role and the strong cherry role, but the pseudo bonus state may be drawn when other roles are won.
[0083] During a predetermined period immediately before the number of games played reaches the ceiling number of games, and if the player wins the lottery for transitioning to the pseudo-bonus state, a premonition effect (first specific effect) is executed on the main display 8 for a predetermined number of games (for example, 18 games) to notify the player that they will eventually transition to the pseudo-bonus state, in order to increase the player's anticipation for the transition to the pseudo-bonus state.
[0084] In other words, even if the main control unit 10 has previously decided to transition to the pseudo bonus state, it does not immediately transition to the pseudo bonus state, but rather generates the pseudo bonus state after a predetermined number of games have been played from that point onwards, and the sub-control unit 20, based on the main control unit 10's prior decision to generate the pseudo bonus state, controls the execution of this premonition effect as a premonition effect during the period of a predetermined number of games played before transitioning to the pseudo bonus state. Therefore, when a transition to a pseudo-bonus state is predetermined as a bonus award, the sub-controller 20 is capable of executing this premonition effect across multiple games during a predetermined period before the bonus is awarded.
[0085] In addition, before the ceiling number of games is reached and when the pseudo-bonus state is determined by the transition lottery, a waiting period of a predetermined number of games (for example, 12 games) is set in the period immediately before this premonition effect is executed, and this premonition effect will be executed after the end of this waiting period. During the waiting period, for example, the probability of an individual effect being executed is increased, thereby increasing the player's anticipation for the execution of the premonition effect. Therefore, when transitioning to the pseudo-bonus state, the transition will occur after a waiting period and the execution of this premonition effect.
[0086] During this premonition effect, the main display 8 switches to a stage image with a different background than that during the normal game state, and a premonition stage effect image is executed in which the characters that appear perform actions different from those during the normal game state. For example, an effect on the premonition stage in which a character advances through a cave is executed throughout multiple games. The effect content itself does not change even after one game ends. For example, even if the screen is switched due to the occurrence of various events in a given game, the effect content itself, such as a character advancing through a cave, continues in the next game without changing. Therefore, this premonition effect is a series of effects executed across (spanning) multiple games. In addition, multiple patterns with different backgrounds, etc. are prepared for the premonition stage, and one of the patterns of the premonition stage is selected under the control of the sub-controller 20 depending on whether or not a win has been made in the pseudo-bonus state at that time.
[0087] In addition, when the number of games played is not about to reach the ceiling number of games, and when a rare role (e.g., a chance role) that triggers a transition to the pseudo bonus state is won but the lottery for transition to the pseudo bonus state is not won, a fake premonition effect (second specific effect) of a predetermined number of games (e.g., 18 games) is executed on the main display 8 to notify that the transition to the pseudo bonus state will not ultimately occur, just as when the pseudo bonus state is won.
[0088] In other words, the sub-controller 20 is capable of executing a fake premonition effect as a specific effect (second specific effect) across multiple games based on the establishment of a predetermined condition when the main controller 10 has not previously determined the transition to the pseudo-bonus state. Therefore, regardless of whether the main control unit 10 has previously decided to transition to a pseudo-bonus state, the sub-control unit 20 is capable of executing a specific effect (a real premonition effect or a fake premonition effect) across multiple games that can indicate whether or not a bonus will be granted when a predetermined condition, such as winning a chance role, is met.
[0089] In addition, the fake premonition effect may be performed with a predetermined probability (for example, 50%) when a rare role that triggers a transition to the pseudo bonus state is won but the lottery for transitioning to the pseudo bonus state is not won, or it may be performed always. Furthermore, when executing a fake premonition effect at a time when the number of games played is not immediately before reaching the ceiling number of games, it is preferable to execute the fake premonition effect in accordance with a period (zone) in which a preset ceiling number of games is likely to be selected.In this way, when the period in which the ceiling number of games is likely to be selected is reached, it is possible to increase the player's sense of anticipation even if the game does not transition to a pseudo-bonus state.
[0090] Also, when a fake premonition effect is executed based on the winning of a rare role, a fake waiting period of a predetermined number of games (e.g., 12 games) is set in the period immediately before the fake premonition effect is executed, just as when a pseudo-bonus state is won. The real premonition effects and fake premonition effects are basically made up of a series of effects across multiple games in which the performance images (stages or characters that appear, etc.) are set in the same way, and by making the content that is finally announced different, it is possible to keep the player's expectations captivated until the very end.
[0091] In addition, in the main premonition effect and the fake premonition effect, notification is made as to whether or not the state will eventually shift to a pseudo bonus state, and in this case, a continuous effect (continuous effect) is executed on the main display device 8 from several games (for example, two games) before the final game of the premonition effect. The continuous effect is executed, for example, as a battle effect consisting of images of a friendly character and an enemy character fighting for a predetermined number of games (for example, three games).
[0092] In the continuous performance (battle performance), a performance image is executed in which a friendly character and an enemy character compete in a predetermined battle event for each game, and the performance content of each game is carried over to the next game. For example, if a given friendly character is in a disadvantageous situation in a predetermined game, a performance is executed to carry over that situation to the next game, and ultimately a performance is executed in which one of the characters wins. In the continuous performance (battle performance), the type of ally character that appears, the type of enemy character, and the type of battle event may be changed depending on whether or not a transition to a pseudo bonus state occurs.
[0093] In addition, the content of the battle between ally characters and enemy characters in each game is set depending on whether or not there is a transition to a predetermined pseudo-bonus state, and for example, when there is a transition to the pseudo-bonus state, there are more games in which the ally characters have the advantage than when there is no transition. That is, the continuous effects are a series of effects that are executed over (across) a plurality of games. In addition, a button effect may be executed in parallel with the continuous effect.
[0094] If the game transitions to a pseudo-bonus state (in the case of this premonition effect), an image of the ally character ultimately winning is displayed to notify the player of the transition to the pseudo-bonus state, and if the game does not transition to a pseudo-bonus state (in the case of a fake premonition effect), an image of the ally character ultimately losing is displayed to notify the player that the game will not transition to the pseudo-bonus state.
[0095] In addition, instead of a continuous effect, an effect may be executed that is completed with only the final game of the main premonition effect and the fake premonition effect, and a notification regarding a transition to a pseudo bonus state may be given based on the result of that effect. In addition, the real sign effect and the fake sign effect may be generated without executing the waiting period. In addition, the fake sign effect may be generated always when a rare combination that triggers a transition to the pseudo bonus state is won, or may be generated with a predetermined probability. In addition, after winning a rare role, only the continuous effects during this premonition effect may be executed to transition to a pseudo bonus state or the like. The number of games for the real premonition effects and the fake premonition effects may be any number of games, or may be selectively determined from a plurality of numbers of games (for example, 15 to 20 games).Similarly, the waiting period may be selectively determined from a plurality of numbers of games (for example, 10 to 15 games), so that the waiting period can be varied.
[0096] The number of games that can be selected for the execution period of the real premonition effect and the fake premonition effect may be set to the same, but the number of games that cannot be selected for the fake premonition effect may be selectable during the real premonition effect. In this way, if the premonition effect ends after an unrealistically short number of games for the fake premonition effect, or if the premonition effect continues for an unrealistically long number of games for the fake premonition effect, the real premonition effect will be confirmed, thereby increasing the player's sense of anticipation.
[0097] -Transition process from normal game state to CZ state (arrow c1 in Figure 3) In the normal game state, the main control device 10 performs a lottery process to transition to the CZ state based on winning a predetermined rare combination. For example, when a strong watermelon combination is won, the transition process to the CZ state is performed with a predetermined probability (for example, 10%). The condition for transitioning to the CZ state is winning this transition lottery.
[0098] In addition, in order to heighten the player's anticipation for the transition to the CZ state, even if a specified rare role is won and a transition to the CZ state is determined, the transition to the CZ state may not occur immediately, but rather a continuous CZ state presentation (main continuous presentation) may be executed on the main display 8 for a specified number of games (for example, 3 games) to notify the player that they will eventually transition to the CZ state.
[0099] Also, even if a player wins a predetermined rare combination but does not win the lottery for transitioning to the CZ state, a fake continuous performance of the CZ state for a predetermined number of games (for example, 3 games) may be executed on the main display 8 to notify the player that they will not ultimately transition to the CZ state. In this case, the characters that appear in the continuous performance of the CZ state and the fake continuous performance may basically be set to be the same, and the content of the final notification may be made different, thereby keeping the player's expectations high until the end.
[0100] For example, as a continuous effect in the CZ state (or a fake continuous effect), an effect image may be executed in which a character challenges a sports competition throughout each game. In this case, during the continuous effect (or fake continuous effect), sports competitions are executed continuously throughout the games in between, and if the CZ state is won, an effect image is executed in which the character ultimately succeeds in the competition (for example, succeeds in scoring a goal in soccer), and if the CZ state is not won, an effect image is executed in which the character fails in the competition.
[0101] -Transition process from normal game state to AT state (arrow g1 in Figure 3) In the normal game state, the main control device 10 performs a lottery process to transition to the AT state based on the winning of a predetermined rare role. For example, when a strong cherry role is won, the transition process to the AT state is performed with a predetermined probability (for example, 1%). The condition for transitioning to the AT state is winning this transition lottery. In addition, the transition to the AT state during normal gameplay may be made on the condition that a specified rare role is won, or may be made with a specified probability (for example, 1%) when a losing lottery result is derived in which no small role is won.
[0102] In this first embodiment, the transition to the AT state is mainly performed via a pseudo-bonus state in order to increase the player's sense of anticipation, and therefore the probability of transitioning directly from the normal game state to the AT state is set to an extremely low probability. In addition, the probability of transitioning directly from the normal gaming state to the AT state may be made changeable depending on the set probability in the probability setting device 14, or the lottery for transitioning directly from the normal gaming state to the AT state may be won only in the case of a relatively high set value (for example, setting 4 to 6). Also, if the player wins the lottery to transition to the AT state during normal gameplay, a waiting period is inserted and a premonition effect is executed, just as when the pseudo-bonus state described above occurs, and the AT state occurs after the premonition effect ends.
[0103] In addition, when the lottery for transitioning directly from the normal game state to the AT state is won, the selection control of the premonition effect different from that when the pseudo bonus state occurs may be performed. For example, when transitioning directly to the AT state, the selection rate of the premonition effect consisting of characters and backgrounds that have a low appearance rate (or do not appear) in the fake premonition effect may be made higher than when the pseudo bonus state occurs. In addition, the premonition effect that is not executed when the pseudo bonus state occurs may be executed only when transitioning directly to the AT state.
[0104] (CZ state) In the CZ state, push order navigation is not performed when the push order bell role is won, but the lottery process for transitioning to the pseudo bonus state is performed with a higher probability in each game than in the normal game state, so it is a game state in which it is easier to transition to the pseudo bonus state than when staying in the normal game state. Although push order navigation is not performed when the push order bell role is won, push order navigation may be performed when the push order bell role is won, or push order navigation may be performed only when the push order bell role is won, i.e., with a predetermined probability (for example, 40%) when the push order bell role is won.
[0105] When in the CZ state, it is easier to transition to the pseudo-bonus state than when in the normal game state, so the CZ state is positioned as a chance zone in the flow of the game. The number of times that can be played in the CZ state is the minimum number of games, 10 games, and after 10 games, a lottery to end the CZ state is held by the main control unit 10, and if the lottery to end the CZ state is won, the CZ state will end with that game. During the CZ state, control information regarding the CZ state is sent from the main control unit 10 to the sub-control unit 20, and under the control of the main control unit 10 and the sub-control unit 20, various effects and the number of remaining games during the CZ state are displayed on the main display unit 8.
[0106] -Transition process from CZ state to pseudo-bonus state (arrow e1 in Figure 3) In the CZ state, a lottery process to transition to the pseudo-bonus state is performed in each game. The winning probability of the lottery process for transitioning to the pseudo bonus state is set according to the winning combination of each game. The winning probability of the lottery process for transitioning to the pseudo bonus state is, for example, 50% when a rare combination is won, 10% when a bell combination or a replay combination is won, and 5% when a miss occurs. The lottery for transitioning to the pseudo bonus state is conducted for each game in the CZ state, but whether or not there will be a transition to the pseudo bonus state is determined in the final game of the CZ state. If a transition to the pseudo bonus state is announced in the final game, the game state will transition to the pseudo bonus state, just like in the normal game state.
[0107] In other words, the CZ state is similar to the high probability state described above in that the probability of transitioning to the pseudo-bonus state is higher than in the normal game state, but in the CZ state, even roles that do not trigger the transition to the pseudo-bonus state in the normal game state (bell roles and replay roles) have the potential to transition to the pseudo-bonus state, making it a more advantageous state for the player than the high probability state. The lottery for transitioning to the pseudo-bonus state is executed when each role is internally won, so even if the symbol corresponding to the winning role does not stop on reel 4 (when a win is missed), the lottery for transitioning to the pseudo-bonus state is executed. Also, when the CZ state ends and the game transitions to a pseudo-bonus state, the game zone will continue as an advantageous zone.
[0108] In addition, the winning probability of the pseudo bonus state for some or all of each winning role may be other than those described above. In addition, the transition lottery trigger role to the pseudo bonus state during the CZ state may be other than those described above. Furthermore, although the lottery process for transitioning to the pseudo bonus state is performed when the bell role is won, the lottery process for transitioning to the pseudo bonus state may be performed based on the winning of a symbol corresponding to the bell role.
[0109] Also, during the CZ state, a CZ state image is displayed on the main display 8, allowing the player to recognize that they are in the CZ state throughout the game during that CZ state. In addition, when a game that wins the lottery to transition to the pseudo-bonus state is played, a predetermined preparation effect image (video) is displayed while the game is being played, and after the game ends, a notification image is displayed to notify the player that the game has transitioned to the pseudo-bonus state. For example, during the CZ state, an image of the main character sleeping is displayed as the CZ state image, and during a game in which the player wins the lottery to transition to the pseudo-bonus state, a preparatory video is displayed in which the main character is shown in close-up, showing whether or not he will wake up, and after the game ends, an announcement image of the main character waking up is displayed, thereby announcing that the player has won the pseudo-bonus state.
[0110] In addition, the above preparation effect image is displayed even when there is a predetermined probability (for example, 10%) that a game will not be won in the pseudo-bonus state during the CZ state.In this case, after the game ends, an announcement image in which the main character does not wake up is displayed, thereby announcing that the pseudo-bonus state will not be won.
[0111] In addition, when the game is played after the 10th game in the CZ state, a lottery to end the CZ state is held. If this lottery is won, an effect is executed in which the screen gradually becomes darker during game execution, and after the game ends, an effect is executed in which the entire screen becomes dark, indicating that the CZ state has ended. Also, when playing games after the 10th game during the CZ state, even if the ending lottery is not won (continued), the same effect of gradually darkening the screen as described above will be executed with a certain probability.In this case, the screen will brighten again after the game ends, indicating that the CZ state will continue.
[0112] In addition, the presentation for notifying whether or not a pseudo-bonus state has been won during the CZ state may be other than the above.For example, a presentation in which an ally character and an enemy character compete against each other over a specified period of games may be executed, and the result of the competition presentation may be used to notify whether or not a transition to the pseudo-bonus state has occurred.
[0113] ·Transition process from CZ state to normal game state (arrow d1 in Figure 3) In the CZ state, if you do not win the lottery to transition to the pseudo-bonus state but win the lottery to end the CZ state, you will transition to the normal game state after the game ends. At this time, after the game ends, the screen of the main display 8 goes black, and the end of the CZ state is announced without transitioning to the pseudo bonus state. Also, when the CZ state ends and the game transitions to the normal game state, the game zone continues as the advantageous zone, but the game zone may also transition from the advantageous zone to the normal zone.
[0114] In addition, when transitioning from the CZ state to the normal gaming state, setting-related information (setting suggestion information) that can suggest the setting value set by the probability setting device 14 may be announced by the announcement means (main display 8, speaker 9) under the control of the main control device 10 and the sub-control device 20. For example, a predetermined character from among multiple characters may be displayed on the main display device 8 or the sub-display device 17. The character to be displayed is selected according to a selection probability that is preset in accordance with each setting value of the probability setting device 14, so it is possible to predict the setting value to some extent from the displayed character.
[0115] (pseudo bonus state) The pseudo-bonus state, which is a special gaming state, is a gaming state in which it is extremely easy to win medals, as push order navigation for the push order bell role is executed to notify the player of an operation mode that is advantageous to the player during the game in the pseudo-bonus state.
[0116] In addition, the pseudo bonus state continues for a predetermined period of time, and a lottery to transition to the AT state is held in a predetermined game that is executed during that period. In the first embodiment, the pseudo bonus state is executed for a predetermined period (for example, 20 games).
[0117] During the pseudo bonus state, the push order navigation is executed, and the probability of winning the push order bell role is set so that the number of medals increases if the player plays the game according to the push order navigation. Therefore, if the player wins the lottery to transition to the AT state during the pseudo bonus state, where a large number of medals can be won, the AT state will occur after the pseudo bonus state ends, and the player will be able to play the game to trigger the next pseudo bonus state while winning a certain number of medals, which creates a synergistically advantageous state for the player.
[0118] Furthermore, in the first game that transitions to the pseudo bonus state, the period from when the start lever 3 is operated until when the stop button 5 is operated is extended by the control of the main control device 10 compared to a normal game, and during this period, a pseudo game (announcement pseudo game) is executed in which the reel 4 is rotated forward, and then a special pattern combination is temporarily stopped on the reel 4 and then rotated forward again, thereby announcing that the pseudo bonus state has occurred. Instead of executing a pseudo-game notification in the first game after the transition to the pseudo-bonus state and temporarily stopping the special symbol combination (such as "7-7-7"), the pseudo-bonus state may be initiated in the next game after a predetermined role (for example, a replay role) is won, and when the predetermined role is won, the stopping of reel 4 may be controlled so that the special symbol combination stops when reel 4 is stopped in a predetermined sequence of presses (for example, "5c → 5b → 5a"), and when the predetermined role is won, the predetermined sequence of presses may be announced, making it possible to form the special symbol combination one game before the pseudo-bonus state begins.
[0119] The period during which the pseudo-game notification is performed is set to, for example, 15 seconds, and during this period, operation of the stop button 5 is invalid, so that even if the reel 4 is operating, the game cannot proceed. Then, at the end of the pseudo-game notification, the special symbol combination (such as "7, 7, 7") will stop (automatically stop), so the pseudo-bonus state is a state in which navigation is executed in the same way as the AT state in terms of game content, but in appearance it is as if a so-called bonus state (real bonus state) has occurred, which differentiates it from the AT state.
[0120] Furthermore, when the notification pseudo game ends, the reel 4 automatically starts rotating in the forward direction, and operation of the stop button 5 becomes effective, starting the actual game. From this point on, the stop operation of the first game that has transitioned to the pseudo bonus state can be performed in the same way as in a normal game. During the reel effect, the sub-controller 20 controls the main display 8 to display an effect image corresponding to the reel effect, which notifies the occurrence of the pseudo bonus state.
[0121] -Transition process from pseudo bonus state to AT state (arrow f1 in Figure 3) In the pseudo bonus state, a lottery process for transitioning to the AT state is performed based on the execution of each game during the pseudo bonus state. In the first embodiment, a lottery process for transitioning to the AT state is executed for each game during the pseudo bonus state to determine whether or not to transition to the AT state. Then, as a result of the AT state transition lottery process, if the transition condition to the AT state is met as a special condition, the game state will transition to the AT state after the pseudo bonus state ends. Also, when the pseudo-bonus state ends and the game transitions to the AT state, the game zone will continue as a favorable zone.
[0122] In this first embodiment, the AT state transition lottery process can be any process that is carried out so as to transition to the AT state during part of the pseudo bonus state, and the AT state transition lottery may be carried out with a fixed probability for each game, or if a rare role is won, the AT state transition lottery may be carried out with a higher probability than if a non-rare role is won.
[0123] In addition, the lottery process for transitioning to the AT state may be performed throughout the entire pseudo-bonus state, or a period of a predetermined number of games (for example, three games) may be set at the end of the pseudo-bonus state for performing the lottery process for transitioning to the AT state, and a lottery may be held during this period to determine whether or not to transition to the AT state. In addition to the above-mentioned lottery process for transition to the AT state in a game during the pseudo bonus state, a lottery process for transition to the AT state may be performed at the time of transition (start) of the pseudo bonus state.
[0124] During the pseudo bonus state, a predetermined effect is executed on the main display 8 under the control of the sub-controller 20 as an effect control means based on the reception of control information from the main controller 10 in response to the execution of the game.
[0125] For example, when a rare role is won in a game during the pseudo bonus state, an effect is executed to notify the player that the rare role has been won. Furthermore, during a predetermined period of games (for example, three games) at the end of the pseudo-bonus state, a continuous presentation (battle presentation) is executed according to the result of the lottery to transition to the AT state, and if the lottery result is to transition to the AT state, the presentation result that the ally character ultimately wins is derived, and if the lottery result is not to transition to the AT state, the presentation result that the ally character ultimately loses is derived, and the result of the lottery to transition to the AT state is announced as the result of the continuous presentation.
[0126] The presentation mode during the continuous performance is determined in advance based on the result of the lottery for transitioning to the AT state, and if the lottery result is to transition to the AT state, a presentation mode in which the ally character is in the lead is determined, and if the lottery result is not to transition to the AT state, a presentation mode in which the ally character is in the lead is determined. However, since the lottery process for transitioning to the AT state is also performed in the game while the continuous performance is being executed, the final result of the continuous performance is determined taking into account the lottery process for transitioning to the AT state during the continuous performance. In addition, if the result of the AT state transition lottery process during the pseudo bonus state is that a transition to the AT state is decided, a presentation may be executed from that point on to notify that the transition to the AT state has been confirmed.
[0127] Furthermore, in order to enhance the interest of the game during other pseudo bonus states, a pseudo bonus state effect (pseudo bonus effect) in which a predetermined character appears is displayed on the main display 8 or the sub-display 17. In the pseudo bonus effect, for example, an introductory image of each appearing character is displayed, and predetermined music is output from the speaker 9.
[0128] Furthermore, the lottery for transitioning to the AT state during the pseudo bonus state may be carried out in a manner other than that described above. For example, when reel 4 is stopped in a normal operation mode (for example, an operation mode in which the left reel 4a is stopped first), a symbol combination corresponding to a replay role will stop, but when reel 4 is stopped in an irregular operation mode different from the normal operation mode (for example, an operation mode in which the right reel 4c is stopped first), a specific replay role in which a special symbol combination (for example, "BAR, BAR, BAR") stops can be drawn, and if a specific replay role is won during a period other than the lottery game period during the pseudo bonus state, a transition to the AT state may occur unconditionally (with a 100% probability). In this case, when a specific replay combination is won, it is preferable that the main display 8 displays an image encouraging the player to aim for an irregular operation mode and a special symbol combination.
[0129] In addition, a button effect may be executed during a continuous effect (battle effect) in the pseudo bonus state. The button effect as an operation effect is a series of effects in which first, on the main display 8 (or sub-display 17), an image imitating an operation button that prompts the operation of the effect button 2d, or an operation image consisting of text information instructing the operation (for example, "PUSH"), etc. is displayed, and then, when the instructed effect button 2d (or upper effect button 2f) is operated, a predetermined image is displayed on the main display 8 (or sub-display 17).For example, at the end of the game in which the final game of the battle effect is executed, an image imitating an operation button or an operation image is displayed, and then, when the instructed effect button 2d is operated, an image announcing the result of the predetermined battle lottery is displayed on the main display 8. In this case, it is preferable that if the result of the match lottery is a win, the probability of the button effect being executed is higher than if the result is a non-win.
[0130] -Transition process from pseudo bonus state to normal game state (arrow b1 in Figure 3) In the pseudo bonus state, if the special conditions are not met and the right to transition to the AT state is not granted, that is, if the result of the lottery process for transition to the AT state in the pseudo bonus state is not a winning result, the game will transition to the normal game state after the pseudo bonus state ends. In addition, in some cases where the pseudo-bonus state ends and the game state transitions to the normal game state, the game zone may not transition from the advantageous zone to the normal zone.
[0131] When transitioning from the pseudo-bonus state to the normal game state, setting-related information (setting suggestion information) that can suggest the setting value set by the probability setting device 14 may be announced by the announcement means (main display 8, sub-display 17, speaker 9) under the control of the main control device 10 and sub-control device 20. For example, by displaying a predetermined character from among a plurality of characters on the main display 8 or sub-display 17 and selecting this displayed character according to a selection probability that is preset in accordance with each setting value of the probability setting device 14, it becomes possible to predict the setting value to some extent from the displayed character.
[0132] (AT state) The AT state in this first embodiment is a game state in which it is easy to win medals, as push order navigation for the push order bell role is performed to notify the player of an operation mode that is advantageous to the player during the game in the AT state.
[0133] In this first embodiment, details will be described later, but two types of AT states are set: a first AT state and a second AT state, each with different termination conditions, and the main control unit 10 determines the type of AT state to be generated and switches between the types of AT states. Therefore, the conditions for terminating the AT state differ depending on the type of AT state at that time, and various aspects of the AT state, such as its duration, can change.
[0134] In addition, when the game transitions to the AT state, a pseudo-game notification may be executed in the first game, as in the case of a transition to the pseudo-bonus state, and a reel effect may be executed to notify the transition to the AT state by pseudo-stopping a predetermined pattern combination on a predetermined line in the display window 6.
[0135] In addition, during the AT state, if a specified rare role is won, an additional lottery will be held to award a specified bonus (remaining difference in number of coins, number of remaining games), and if the additional lottery is won, the duration of the AT state will be extended according to the bonus awarded. Any combination of the triggering role for the additional lottery may be used, or a combination of multiple bonuses with different bonus sizes may be selected. The size of the bonus to be awarded may also be varied depending on the winning role.
[0136] In addition, in this first embodiment, if a predetermined condition is met in a game during the AT state, an additional specialized zone occurs for a predetermined period of time, and during this specialized zone, the number of games to be added is drawn at a higher rate than outside the additional specialized zone. Furthermore, since the specialized zone is a state that is extremely advantageous to the player, it is preferable that the above-mentioned specified conditions be met with a specified probability when a rare combination with a low probability of winning is won.
[0137] -Transition process from AT state to pseudo bonus state (arrow i1 in Figure 3) During the AT state, as during the normal game state, the main control unit 10 performs a lottery process to transition to the pseudo-bonus state based on the winning of a specified rare role as a specific lottery result, and the transition process to the pseudo-bonus state is performed with a specified probability (for example, 20%) when a chance role or a strong cherry role is won. Also, if the AT state transitions to a pseudo-bonus state, the game zone will continue as a favorable zone.
[0138] If the player wins the lottery to transition to the pseudo-bonus state during the AT state, the AT state currently in progress will be temporarily interrupted and the game state will transition to the pseudo-bonus state. Therefore, the number of remaining games in the AT state is reserved when transitioning to the pseudo-bonus state, and when returning to the AT state, the AT state will resume based on the reserved number of remaining games. Also, if the AT state transitions to the pseudo bonus state, the pseudo bonus state will be executed for a predetermined period (for example, 20 games) as described above.
[0139] However, when the pseudo-bonus state is entered during the AT state, unlike when the pseudo-bonus state is entered during normal game play, the lottery process for entering the AT state is not performed, and the pseudo-bonus state ends when a predetermined number of games have been played, and the state returns to the AT state.
[0140] In addition, if the AT state transitions to a pseudo-bonus state, an additional lottery may be held when a predetermined role is won during the pseudo-bonus state. Also, if the player wins the lottery to transition to the pseudo-bonus state during the AT state, the transition to the pseudo-bonus state may not occur immediately, but rather the transition to the pseudo-bonus state may be made after a battle presentation (a battle presentation in which the ally character wins) is performed as described above for a predetermined period of time (for example, three games). In addition, if a player wins a specified rare role during the AT state but does not win the lottery to transition to the pseudo-bonus state, a battle effect (a battle effect in which an ally character is defeated) may be executed.
[0141] -Transition process from AT state to normal game state (arrow h1 in Figure 3) If the termination condition is met in the AT state, the game will transition to the normal game state after the AT state ends. In addition, when the AT state ends and the game transitions to the normal game state, the game zone transitions from the advantageous zone to the normal zone. In addition, in some cases where the AT state ends and the game transitions to the normal game state, the advantageous zone may be continued.
[0142] In addition, at the end of the AT state, an AT end state is set for a predetermined period (for example, 5 seconds), and during the AT end state, the game progress is temporarily disabled, and after the AT end state ends, the game transitions to the normal game state. During the AT end state, setting-related information that can suggest the setting value set by the probability setting device 14 is notified by the notification means under the control of the main control device 10 and the sub-control device 20. For example, a predetermined image is displayed on the main display device 8 and the sub-display device 17, and a predetermined sound is output by the speaker 9. As described above, the gaming state transition is performed in the slot machine 1 of the first embodiment.
[0143] [Lottery table used to determine the ceiling number of games on the main control device] Next, with reference to FIG. 4, a description will be given of the lottery for determining the ceiling number of games when a game is executed in the normal gaming state in the slot machine 1 of the first embodiment. When the condition for shifting to the advantageous zone is met (for example, when a bell role is won) in the normal zone in the normal gaming state, the main control device 10 selects the ceiling number of games in the subsequent normal gaming state.
[0144] When the number of games in the normal game state reaches the selected ceiling number of games, a pseudo bonus state is generated as a special benefit. In this first embodiment, the pseudo-bonus state can also occur when a transition lottery is won when a specified role (for example, a rare role) is won during the normal game state, but the pseudo-bonus state is mainly generated when the number of games played reaches the ceiling number of games.
[0145] In addition, when determining the ceiling number of games, the main control unit 10 first determines a zone in which a predetermined range of game numbers is specified for roughly determining the ceiling number of games, and then determines the ceiling number of games by selecting one game number from within the range of game numbers in the determined zone. There are four pre-defined zones, Zones 1 to 4, each spaced at a predetermined interval. Therefore, if the actual number of games reaches one of these four zones, the possibility of a pseudo-bonus state occurring increases, and the player's expectations increase at each predetermined timing.
[0146] The range of ceiling game numbers for each zone is 50 to 100 games in Zone 1, 250 to 299 games in Zone 2, 450 to 499 games in Zone 3, and 750 to 800 games in Zone 4.
[0147] Therefore, for example, if zone 1 is selected, a relatively small ceiling game number will be determined, and the game will proceed in a manner advantageous to the player, but on the other hand, if zone 4 is selected, a relatively large ceiling game number will be determined, and the game will proceed in a manner disadvantageous to the player. However, even if zone 4 is selected, since the maximum number of games is set to 800, the pseudo-bonus state will always occur before the maximum number of games is played.
[0148] In addition, the main control device 10 performs processing to determine the game mode when transitioning from the normal zone to the advantageous zone. The game modes are set to a normal mode in which any of the above zones 1 to 4 can be selected, and a heaven mode in which only zone 1 can be selected, and when transitioning from the normal zone to the advantageous zone, one of the game modes is selected based on the setting value in the probability setting device 14. Therefore, when Heaven mode is selected, a pseudo-bonus state will always occur within 100 games. The probability of selecting the heaven mode is set to be higher as the set value in the probability setting device 14 is higher.
[0149] FIG. 4 shows an internal lottery table used to determine the ceiling number of games when transitioning from the normal zone to the advantageous zone when the normal mode is selected. When normal mode is selected, the ceiling number of games is determined by first determining the zone for determining the ceiling number of games using the internal lottery table shown in Figure 4, and then determining the ceiling number of games from within the determined zone.When determining the zone, the main control unit 10 draws random numbers for the zone lottery, and in Figure 4, the range (number) of random number values to be obtained is set to 256, and the number of random number values that will be obtained when each zone is won is shown.
[0150] As shown in Figure 4, for example, when the setting value in the probability setting device 14 is setting 1, zone 1 is selected with a probability of 48 / 256, zone 2 is selected with a probability of 16 / 256, zone 3 is selected with a probability of 64 / 256, and zone 4 is selected with a probability of 128 / 256.
[0151] Although a detailed description will be omitted, even when the setting value in the probability setting device 14 is set to settings 2 to 6, one of the zones will be selected and determined at each probability shown in FIG.
[0152] Then, although not shown in the illustration, after each zone is determined, a lottery is held to determine the ceiling number of games set within the zone, and ultimately the ceiling number of games after the transition to the current advantageous zone is determined. For example, when zone 1 is determined, any number of games between 50 and 100 games is determined as the ceiling number of games.
[0153] When Heaven mode is selected, a ceiling game number will be determined within the range of Zone 1. The determination of the ceiling number of games within each zone is carried out based on the random number for the ceiling number of games lottery that is extracted when the conditions for transition to the advantageous zone are met, in the same way as extracting the random number for the zone lottery, and the ceiling number of games within each zone is drawn evenly, but the lottery processing may also be performed so as to increase the selection rate of the specified ceiling number of games within each zone.
[0154] Since the ceiling number of games is determined as described above, when Heaven mode is selected, the ceiling number of games will always be selected to be within 100 games. Also, when the normal mode is selected, the higher the set value in the probability setting device 14, the higher the probability that a smaller ceiling game number will be selected.
[0155] Also, when the setting value is an even number, the probability of zone 1 being selected is relatively lower than when the setting value is an odd number, but the probability of zones 2 and 3 being selected is higher.Therefore, when the setting value is an even number, a lower ceiling game number is less likely to be selected than an odd number, but a higher ceiling game number also tends to be less likely to be selected. On the other hand, when the set value is an odd number, the probability that zone 1 will be selected is relatively higher than when the set value is an even number, but the probability that zone 4 will be selected is also higher, and when the set value is an odd number, a lower ceiling game number is more likely to be selected than when the set value is an even number, but a higher ceiling game number also tends to be selected.
[0156] In addition, in the normal zone, the conditions for transitioning to the advantageous zone may be met when a rare role is won.In this case, the probability of selecting a zone with a lower ceiling number of games may be increased compared to when a role other than a rare role is won, and further, the probability of selecting zone 3 or zone 4 with a relatively high number of games may be decreased. In addition, in this first embodiment, the game is transitioned to the normal zone when the pseudo-bonus state that does not involve a transition to the AT state ends, but it is also possible to continue the advantageous zone for a part of the time when the pseudo-bonus state that does not involve a transition to the AT state ends, and in this case, it is preferable to reset the ceiling game number when the pseudo-bonus state ends. The lottery for the ceiling number of games is carried out as described above.
[0157] [Transition of game state during AT state] Next, with reference to Figure 5, the transition of the game state during the AT state will be explained. As described above, in the first embodiment, two types of AT states are set: a first AT state and a second AT state.
[0158] The first AT state as the first special game state is a so-called difference-number-managed AT state, and its duration is managed so that the first termination condition is met when the net increase in the number of medals acquired by the player during the AT state exceeds a preset upper limit value. On the other hand, the second AT state as the second special game state is a so-called game number-managed AT state, and its duration is managed so that the second termination condition is met when the number of games executed during the AT state exceeds a predetermined upper limit value.
[0159] During the AT state, the main control device 10 controls the state to either the first AT state or the second AT state, thereby managing the duration of the AT state. In other words, the main control device 10 is equipped with a special game state control means that can control the special game state to either a first special game state (first AT state) in which the special game state ends based on the satisfaction of a predetermined first termination condition, or a second special game state (second AT state) in which the special game state ends based on the satisfaction of a second termination condition different from the first termination condition.
[0160] FIG. 5 shows the transition of the gaming state during the AT state, which is realized by the control of the main control device 10. As shown in FIG. 5, in the main control device 10, when the transition condition (start condition) for the AT state is met, the state is first transitioned to the first AT state. Therefore, at the start of the AT state, the system transitions to a first AT state that is managed by the difference in number of sheets, and an initial remaining difference in number of sheets (for example, 100 sheets) is set, and the first AT state occurs for this remaining difference in number of sheets.
[0161] Then, when the game is executed during the first AT state and the remaining difference in number of coins becomes 0 or less, that is, when the difference in number of coins during the first AT state exceeds the upper limit (+100 coins), the first termination condition is met, and the AT state ends when the first AT state ends. That is, the main control device 10 as the special game state control means enables the first termination condition to be established based on the number of game media acquired by the player during the first special game state (first AT state).
[0162] On the other hand, if the AT state switching condition is met during the first AT state before the first termination condition is met, the first AT state is switched to the second AT state (arrow a2 in Figure 5). In other words, the main control device 10 as a special game state control means is equipped with a special game state switching control means capable of executing switching control from the first AT state to the second AT state based on the establishment of predetermined conditions during the first AT state. Therefore, in the middle of the AT state, the state is switched from a difference number management type AT state to a number of games management type AT state, and the management of the duration is changed.
[0163] In this first embodiment, the switching condition for switching to the second AT state is met with a predetermined probability (e.g., 30%) when a predetermined rare role (e.g., a strong cherry role) is won in a game during the first AT state. Therefore, if the above-mentioned specified rare role is won, the main control unit 10 executes a switching lottery to determine whether or not to switch to the second AT state, and if the switching lottery is won, the above-mentioned switching condition is met and a decision is made to switch to the second AT state, and as a result, the first AT state ends (ends midway) in that game, and the next game will transition to the second AT state.
[0164] In addition, if a specified rare role (for example, a strong cherry role) is won in a game during the first AT state, a switching effect is executed by, for example, displaying an image on the main display 8 informing the player that the specified rare role has been won, along with an effect image informing the player whether or not to switch to the second AT state. For example, at the start of a game in the first AT state in which a specified rare role is won, a treasure chest image resembling a treasure chest is displayed on the main display 8, thereby starting the switching effect; during the game, a video of a specified character opening the treasure chest image is displayed, thereby progressing the switching effect; and after the game ends, an image of the treasure chest image being opened to reveal its contents is displayed, thereby ending the switching effect.
[0165] If the contents of the treasure chest image revealed at the end of the switching performance are empty, it is announced that the switching lottery was not successful, i.e., the switch to the second AT state will not occur, and the first AT state will continue as is; if treasure comes out of the contents of the treasure chest image revealed at the end of the switching performance, it is announced that the switching lottery was successful, i.e., the switch to the second AT state will occur, and the switch to the second AT state will occur. The switching effect may be executed as a continuous effect (such as a battle effect) across multiple games.
[0166] After switching to the second AT state, the game will transition to a game number-managed second AT state, and the initial number of remaining games will be set when the switch is decided, and the second AT state will occur for this number of remaining games. Then, if the number of remaining games becomes 0 or less as a result of the execution of games during the second AT state, i.e., the number of games executed during the second AT state exceeds the upper limit number and the second termination condition is met, the AT state will end when the second AT state ends. That is, the main control device 10 as the special gaming state control means enables the second ending condition to be established based on the number of games executed during the second special gaming state (second AT state). After switching to the second AT state, the state will not be switched back to the first AT state.
[0167] In addition, the initial number of remaining games set when switching to the second AT state is set by referring to the remaining difference in the number of medals in the first AT state at that time, and dividing this remaining difference by the expected value of the net increase in the number of medals per game that is preset in the slot machine 1. In the first embodiment, the expected value of the net increase in the number of medals per game (the number of medals that actually increase) is set based on the probability of winning the push order bell role, etc., and is about 3 medals per game.
[0168] Therefore, for example, if the second AT state is entered when the remaining difference in number of coins is 60, the initial number of remaining games in the second AT state will be 20 games. As a result, when switching to the second AT state, the remaining number of games will be awarded which will result in an expected value for the net increase in the number of medals equal to the remaining difference in the number of medals in the first AT state at that time.
[0169] In this way, when switching to the second AT state, the initial number of remaining games in the second AT state is determined, and the termination condition (second termination condition) of the second AT state is determined by this initial number of remaining games in the second AT state, so the termination condition of the second AT state is determined according to the remaining difference in number of coins that will be updated during the first AT state. In other words, the main control unit 10, which serves as a special game state switching control means, is capable of setting a second termination condition for the switched-to second special game state (second AT state) based on predetermined information (remaining difference in number of coins) that is updated during the first special game state (first AT state) and is related to the establishment of the first termination condition.
[0170] As described above, in this first embodiment, during the AT state, either the first AT state or the second AT state, which have different termination conditions, will occur, making it possible to play an interesting game in which the continuation pattern of the AT state changes in various ways. In other words, in a difference-number-managed AT state, the duration is managed according to the number of medals actually paid out, regardless of the number of games paid out, so the AT state has the characteristic of not causing dissatisfaction to the player even when a game is played that does not result in the payout of medals.
[0171] On the other hand, in a game count-managed AT state, even if a large number of medals are paid out, the AT state will continue until the specified number of games have been played, resulting in an AT state characterized by the fact that even if a large number of medals are paid out, the sense of anticipation will continue until the specified number of games have been played. In other words, it is possible to provide game content that changes the player's sense of security and anticipation depending on the type of AT state.
[0172] Furthermore, as will be described later, in this first embodiment, control is performed so that the second AT state is more advantageous to the player than the first AT state, so that while in the first AT state, the player will become interested in switching to the second AT state, and when the player switches to the second AT state, their expectations of winning medals will increase. In other words, by switching to the second AT state, it is possible to provide game content that increases the interest of the game and the player's sense of anticipation.
[0173] Furthermore, a second termination condition for the switched-to second AT state can be set based on the remaining difference in number of coins, which is information updated during the first AT state and is related to the establishment of the first termination condition.Therefore, even when switching between the first AT state and the second AT state occurs, the first AT state and the second AT state can be associated with each other, making it possible to increase the interest during the AT state. In addition, since the duration of the second AT state is changed depending on the end time of the first AT state, it is possible to attract the player's interest in the end time of the first AT state, and if the first AT state ends early, the duration of the second AT state will be longer, which will increase the player's sense of anticipation.
[0174] In addition, the first termination condition can be established based on the number of gaming media acquired by the player during the first AT state, and the second termination condition can be established based on the number of games played during the second AT state, thereby making it possible to clearly distinguish the differences in gaming style between the first AT state and the second AT state and to increase the interest in gaming during the AT state.
[0175] In this first embodiment, the predetermined condition (switching condition) for switching to the second AT state is that it occurs with a predetermined probability (e.g., 30%) when a predetermined rare role (e.g., a strong cherry role) is won in a game during the first AT state, but the predetermined condition may be other than the above, for example, when the number of times a predetermined role is won during the first AT state reaches a predetermined number, or when the number of games played during the first AT state reaches a predetermined number.
[0176] Furthermore, the initial setting of the remaining number of games when switching to the second AT state may be other than as described above. For example, the remaining number of difference coins in the first AT state may be used as the remaining number of games in the second AT state. Alternatively, a predetermined number of remaining games may be initially set regardless of the remaining number of medals in the first AT state. In this case, it is preferable to set the initial number of remaining games so that the expected value for the net increase in medals is higher than the remaining number of medals at the end of the first AT state. Also, the number of remaining games in the second AT state may be determined by lottery based on the remaining difference in the number of coins in the first AT state. In this case, it is preferable to perform the lottery so that the larger the remaining difference in the number of coins, the larger the number of remaining games. As described above, the transition of the game state during the AT state is carried out.
[0177] [Additional lottery during AT state] Next, referring to Figure 6, we will explain the additional lottery during the AT state. As mentioned above, during the AT state, an additional lottery is held to award bonuses based on the results of the role draw, and if the bonus lottery is won, the duration of the AT state will be extended according to the bonus awarded.
[0178] In this first embodiment, the AT states are a first AT state and a second AT state, which have different controls regarding their duration, so that if the additional lottery is won, the manner in which the bonus is awarded differs depending on the type of AT state. In other words, in the main control device 10, if the additional lottery is won in a game during the first AT state, a predetermined number of medals is added to the remaining difference in number of medals as a bonus, and if the additional lottery is won in a game during the second AT state, a predetermined number of games is added to the remaining number of games as a bonus.
[0179] Therefore, if you win the additional lottery, in the first AT state, the remaining difference in the number of coins will increase, and the duration will be extended accordingly, and in the second AT state, the remaining number of games will increase, and the duration will be extended accordingly.
[0180] FIG. 6 shows the probability of winning the additional lottery at the main control device 10, that is, the probability of receiving a special benefit when the trigger role for the additional lottery is won during the AT state. In the first embodiment, the trigger role for the additional lottery is set to a rare role, but it may be another role.
[0181] First, as shown in Figure 6(a), in a game in the first AT state, if a weak rare role is won, there is a 50% probability that 0 coins will be added (added) to the remaining difference in number of coins, i.e., no addition will be made, there is a 30% probability that 10 coins will be added (added) to the remaining difference in number of coins, there is a 17% probability that 30 coins will be added (added) to the remaining difference in number of coins, and there is a 3% probability that 50 coins will be added (added) to the remaining difference in number of coins.
[0182] Similarly, in a game in the first AT state, if a strong rare role is won, there is a 0% probability that 0 coins will be added (added) to the remaining difference in number of coins, meaning that an addition will always be made, there is a 60% probability that 10 coins will be added (added) to the remaining difference in number of coins, there is a 30% probability that 30 coins will be added (added) to the remaining difference in number of coins, and there is a 10% probability that 50 coins will be added (added) to the remaining difference in number of coins.
[0183] Next, as shown in Figure 6(b), in a game in the second AT state, if a weak rare role is won, there is a 50% probability that 0 games will be added (added) to the number of remaining games, i.e., no addition will be made, there is a 30% probability that 10 games will be added (added) to the number of remaining games, there is a 17% probability that 20 games will be added (added) to the number of remaining games, and there is a 3% probability that 50 games will be added (added) to the number of remaining games.
[0184] Similarly, in a game in the second AT state, if a strong rare role is won, there is a 0% probability that 0 games will be added (added) to the number of remaining games, meaning that an addition will always be made, there is a 60% probability that 10 games will be added (added) to the number of remaining games, there is a 30% probability that 20 games will be added (added) to the number of remaining games, and there is a 10% probability that 50 games will be added (added) to the number of remaining games.
[0185] Since the additional lottery is conducted as described above, there is a possibility that an additional bonus will be awarded if a rare symbol is won in both the first AT state and the second AT state, and the probability of winning the additional lottery and receiving a larger bonus is higher if a strong rare symbol is won than if a weak rare symbol is won. Therefore, if a rare role is won, the player's sense of expectation can be increased, and if a strong rare role is won, the player's sense of expectation can be further increased.
[0186] Furthermore, even if the player wins the additional lottery with the same rare role and the same probability, the player will be granted a more advantageous benefit in the second AT state than in the first AT state. In other words, for example, if you win a strong rare role and have a 30% chance of winning the additional lottery, if you are in the first AT state, 30 medals will be added, but if you are in the second AT state, 20 games will be added, which means you can expect an increase of 60 medals.
[0187] Therefore, since the additional lottery is more advantageous to the player in the second AT state, the second AT state becomes a special game state that is more advantageous to the player than the first AT state, and during the AT state, the player hopes that the state will switch to the second AT state, and when the state switches to the second AT state, the player's sense of anticipation can be increased.
[0188] In addition, as long as the above-mentioned trend of the additional lottery can be formed, the probability of winning each additional lottery and the size of the benefit awarded may be other than those described above. In addition, when a strong rare role is won during the first AT state, a lottery to switch to the second AT state may also be held. In this case, both the switching lottery and the additional lottery may be held, or only the switching lottery may be executed as a priority, and an additional lottery may be held if the switching lottery is not won. As described above, an additional lottery is held during the AT state.
[0189] [Modification 1 of the First Embodiment] Next, a first modification of the first embodiment will be described with reference to FIGS. In variant 1 of this first embodiment, only the control related to the additional lottery in the game during the AT state differs from the slot machine 1 of the first embodiment described above, and everything else is the same as the slot machine 1 described above, so only the differences will be explained.
[0190] First, in the first modification of the first embodiment, the first AT state occurs at the initial stage of the AT state, as described above. Then, in a game during the first AT state, if a trigger role (rare role) for an additional lottery is won, an additional lottery will be held to determine whether a specified number of medals will be added to the remaining difference in number of medals, as described above, and if this additional lottery is won, the remaining difference in number of medals will increase by the added amount and the duration will be extended by that amount.
[0191] Furthermore, in a game during the first AT state, if a trigger role (rare role) for an additional lottery is won, in addition to the additional lottery related to the increase in the remaining difference in number of coins mentioned above, an additional lottery related to the increase in the number of remaining games will also be held at the same time. This additional lottery to increase the number of remaining games is an additional lottery for the number of remaining games in the second AT state, which may be switched to after that point, and if the additional lottery is won, the number of remaining games in the second AT state, which may be switched to afterwards, will increase.
[0192] In other words, if a player wins a role that triggers an additional draw (rare role) during a game in the first AT state, in addition to the additional draw (hereinafter referred to as the normal additional draw) that involves increasing the remaining number of difference sheets for the first AT state that is occurring at that time, an additional draw (hereinafter referred to as the preparatory additional draw) that involves increasing the remaining number of games for the second AT state that may occur later will also be held at the same time. Therefore, if you win the additional lottery (preparatory additional lottery) that increases the number of remaining games for the second AT state, the number of games will be added (added) in advance before the state has switched to the second AT state. Then, when the state switches to the second AT state afterwards, the number of games that have been determined to be added in advance will be added to the initial remaining games that are awarded when the state switches to the second AT state.
[0193] Even if you win the preparatory additional lottery mentioned above, it is possible that the second AT state will not be switched on. In this case, the benefit determined by winning the additional lottery will be invalid. However, if the player wins the preparatory addition lottery but does not switch to the second AT state, a specified bonus image will be displayed on the main display 8 based on the result of the invalid preparatory addition lottery, as will be described in detail later, to prevent the player from feeling dissatisfied.
[0194] Figure 7 shows the winning probability for each additional lottery in the first AT state in the main control unit 10, that is, the probability of being awarded a bonus if the trigger role for the additional lottery is won during the AT state. The trigger role for each additional draw is set to a rare role, but other roles may also be used.
[0195] First, Figure 7(a) shows the probability of winning for each winning role during an additional lottery related to an increase in the remaining difference in the number of coins in a game in the first AT state, i.e., an additional lottery related to the first AT state (normal additional lottery) executed in the first AT state.
[0196] As shown in Figure 7(a), in a game in the first AT state, when a bonus lottery (normal bonus lottery) is held if each rare role is won, the bonus is won with the same probability as the bonus lottery during the first AT state in the first embodiment described above, and a predetermined number of medals is added (added). The probability of winning the additional lottery (normal additional lottery) when each role is won, and the number of medals added at that time, are the same as those described above (see Figure 6(a)), so we will not explain them here. If you win the regular bonus lottery, the corresponding number of medals will be added to the remaining difference in number, and the first AT state will be extended by that amount.
[0197] Also, as shown in Figure 7(b), when a rare role is won in a game in the first AT state, in addition to the normal add-on lottery, an add-on lottery (preparatory add-on lottery) related to the second AT state, which may switch to later, is also held at the same time, and the add-on is won with the same probability as described above, and a specified number of games is temporarily stored. In addition, even after the preparation add-on lottery is won, the preparation add-on lottery continues to be executed, and if the preparation add-on lottery is won again, the corresponding number of games is added and stored to the number of games temporarily stored.
[0198] The probability of winning the additional lottery (preparatory additional lottery) when each role is won, and the number of games added at that time, are the same as those described above (see Figure 6(b)), so we will not explain them here. Then, when switching to the second AT state, as in the first embodiment described above, the initial number of remaining games will be awarded based on the remaining difference in the number of coins in the first AT state, but if the preliminary additional lottery is won, the number of games temporarily stored above will be added to the initial number of remaining games when switching to the second AT state, and the second AT state will be extended by that amount.
[0199] Also, since the regular bonus lottery and the preparation bonus lottery are conducted separately, for example, when you win a rare role once, you may win the regular bonus lottery and also win the preparation bonus lottery.
[0200] In this way, the number of remaining games in the second AT state changes depending on the preparation addition lottery, and therefore the second termination condition in the second AT state changes depending on the preparation addition lottery. Therefore, during the first AT state, a preparatory additional lottery is conducted in advance to change the second termination condition in the second AT state.
[0201] In other words, the main control device 10, which serves as a special game state switching control means, is equipped with a change lottery control means that can execute a lottery (preparatory additional lottery) in advance during the first special game state (first AT state) that can change the second termination condition in the second special game state (second AT state). In addition, the main control device 10, which serves as a change lottery control means, is capable of executing both a lottery that can change the first termination condition in a specified game during the first special game state (first AT state) and a lottery that can change the second termination condition in the second special game state (second AT state) to which it can be switched.
[0202] As described above, in variant 1 of the first embodiment, in addition to the normal add-on lottery, a preparatory add-on lottery is held in a game during the first AT state. Therefore, if an add-on lottery trigger role is won, in addition to the add-on lottery related to the increase in the remaining difference in the number of coins at that time, an add-on lottery related to the increase in the number of remaining games for the second AT state, which may be switched to later, will also be held in advance.
[0203] Therefore, in a game during the first AT state, it is possible to increase the interest in the game, and it is also possible to increase the sense of anticipation for both the first AT state and the second AT state. Furthermore, if the player wins the preparation addition lottery, it is possible to significantly increase the player's sense of anticipation even before the switch to the second AT state occurs. Furthermore, in a specified game during the first AT state, both a normal additional lottery and a preliminary additional lottery are executed, which can greatly increase the player's expectations in that game.
[0204] In addition, the probability of winning the bonus in the regular bonus lottery and the preparatory bonus lottery and the bonus benefits awarded may be other than those described above.For example, all or some of the trigger roles for the bonus lottery may be different between the regular bonus lottery and the preparatory bonus lottery. In addition, the number of games remaining at the beginning of the second AT state is added by winning the preparatory add-on lottery, but the number of games remaining at the beginning of the second AT state may be determined only by the preparatory add-on lottery during the first AT state. In this case, if the preparatory add-on lottery is not won, the right to continue the second AT state will be lost, so the preparatory add-on lottery also serves as a lottery to determine whether or not the conditions for switching to the second AT state will be met.
[0205] In addition, even if the preparation add-on lottery is won, if the switch to the second AT state is not made, the granted benefit is invalidated. However, if the preparation add-on lottery is won but the switch to the second AT state is not made and the condition for terminating the first AT state is met, the first AT state may be extended according to the benefit granted by winning the preparation add-on lottery.
[0206] Next, with reference to FIG. 8, the effects (additional effects) when the above-mentioned normal additional lottery and preparatory additional lottery are executed in Modification 1 of the first embodiment will be described. FIG. 8 shows an image produced on the main display 8 when the normal bonus lottery and the preparatory bonus lottery are executed.
[0207] The main control unit 10 executes a normal add-on lottery and a preparatory add-on lottery when a specified rare role is won in a game during the first AT state. Control information related to the normal add-on lottery and the preparatory add-on lottery is transmitted to the sub-control unit 20, and the sub-control unit 20 executes the add-on performance by displaying performance images related to the normal add-on lottery and the preparatory add-on lottery on the main display 8 based on the received control information. In addition, in response to the execution of the additional effect on the main display 8, a predetermined sound effect is output from the speaker 9, and a predetermined decorative light is output from the lamp 11.
[0208] First, as shown in FIG. 8(a), during the first AT state, a first AT state image 24 is displayed in the main screen portion of the main display 8 to notify that the first AT state is being entered. The first AT state image 24 can be any image that allows the player to recognize that the first AT state is in progress and increases interest during the first AT state; for example, an introductory image (video) of the characters that appear may be displayed.
[0209] In addition, a remaining difference number image 21a ("50" in Figure 8(a)) is displayed in the upper left corner of the screen of the main display 8 to indicate the remaining difference number of medals at that time in the first AT state, and the remaining difference number image 21a is updated (subtracted) according to the increase in the net increase in the number of medals in the game during the first AT state. In addition, an executed game count image 21b ("20G" in Figure 8(a)) is displayed in the upper right corner of the screen of the main display 8, indicating the number of games that have been executed at that time in the AT state (first AT state + second AT state), and the executed game count image 21b is updated (incremented) according to the execution of games in the AT state.
[0210] The first AT state image 24, the remaining difference number image 21a, and the number of games played image 21b on the main display 8 will continue to be displayed in subsequent games. Furthermore, if the game is switched to the second AT state in a subsequent game, the first AT state image 24 will be replaced with an image notifying the second AT state, and the remaining difference number image 21a will be replaced with an image notifying the number of remaining games.
[0211] Next, FIG. 8(b) shows the effect image on the main display 8 from the start of the game while the game is being executed when a strong rare role (for example, a strong watermelon role) is won during the first AT state.
[0212] In the first embodiment including this variant example 1, if a push order bell role is won in a game during the AT state, push order navigation images 22 (left push order navigation image 22a, center push order navigation image 22b, right push order navigation image 22c) in which numerical information indicating the operation sequence (press order) for the stop buttons 5 is displayed in a circular frame will be displayed at the bottom of the screen of the main display 8, but if a rare role is won in the game, symbol information ("!") indicating that a rare role has been won will be displayed in the frame of each push order navigation image 22 instead of numerical information, as shown in Figure 8(b). Then, based on the winning of the strong rare role, the main control device 10 will conduct a regular additional lottery and a preparatory additional lottery. The notification mode when a rare combination is won may be other than that described above, and for example, a winning effect accompanied by the appearance of a predetermined character may be executed.
[0213] Next, Figure 8(c) shows the presentation image on the main display 8 after the game ends when a strong rare role (for example, a strong watermelon role) is won during the first AT state, and in particular shows the presentation image when both the regular additional lottery and the preparation additional lottery are won. As shown in Figure 8(c), if the player wins the regular bonus lottery, a first bonus winning image 21c will be displayed at the bottom left of the screen of the main display 8 to notify the player that the player has won the regular bonus lottery and the number of medals that will be added (added). FIG. 8(c) illustrates a case where 10 medals are added to the remaining difference number, and therefore an image of "+10 medals" is displayed as the first additional winning image 21c.
[0214] On the other hand, if the player wins the preliminary bonus lottery, a second bonus winning image 21d will be displayed in the lower right corner of the main display 8 screen to notify the player that the player has won the preliminary bonus lottery and the number of games that will be added (added). FIG. 8(c) illustrates a case where 20 games are added to the remaining number of games, and therefore an image of "+20G" is displayed as the second additional winning image 21d.
[0215] Then, as shown in Figure 8(d), after a predetermined time (e.g., 5 seconds) has elapsed since the first additional winning image 21c and the second additional winning image 21d are displayed, the first additional winning image 21c will be erased and the remaining difference number image 21a for the number of medals won this time will be updated (from "50 medals" to "60 medals"), thereby notifying that the duration of the first AT state has been extended.
[0216] Furthermore, after a predetermined time (for example, 5 seconds) has elapsed since the first additional winning image 21c and the second additional winning image 21d are displayed, the second additional winning image 21d will be erased, and a preparatory additional game number image 21e will be displayed in the lower right corner of the screen of the main display 8, indicating the total number of additional games won during the first AT state as a result of the preparatory additional lottery.
[0217] Note that Figure 8(d) shows a case where a player has not yet won the preparatory add-on lottery but wins this preparatory add-on lottery, so the second preparatory add-on winning image 21d will transition directly to the preparatory add-on game number image 21e. However, if a player wins the preparatory add-on lottery again in a game after the player has already won the preparatory add-on lottery and the preparatory add-on game number image 21e is being displayed, the number of added games at the time of the second win will be added and displayed to the preparatory add-on game number image 21e that is already being displayed.
[0218] Furthermore, if the player immediately starts the next game after the end of the game, the first additional winning image 21c and the second additional winning image 21d will be erased at that point, and the remaining difference number of coins image 21a and the number of preparatory additional games image 21e will be updated (including appearing). Furthermore, the timing for switching between the images related to the normal bonus lottery and the preparatory bonus lottery is not limited to the times mentioned above, but may be any time during the game in which the rare role is won or after the game has ended.
[0219] In addition, if the player does not win the regular additional lottery or the preliminary additional lottery, the first additional winning image 21c or the second additional winning image 21d may not be displayed, or an image (such as "Sorry") may be displayed to notify the player that the player did not win the additional lottery.
[0220] As described above, in variant example 1 of the first embodiment, when a normal add-on lottery and a preparatory add-on lottery are performed in a game during the first AT state, an add-on effect related to the normal add-on lottery and the preparatory add-on lottery will be performed on the main display 8.
[0221] Therefore, in a game during the first AT state, it is possible to further increase the interest of the game, and it is also possible to clearly notify the player of the results of the regular additional lottery and the preparatory additional lottery, thereby preventing the player from misunderstanding the results of each additional lottery.
[0222] In addition, by displaying the preparation additional game number image 21e, it is possible to increase the anticipation for switching to the second AT state, and the anticipation increases further with each increase in the preparation additional game number image 21e, so it is possible to efficiently increase the player's anticipation. Also, if you win the preliminary bonus lottery multiple times, there is a possibility that you may not know the total number of bonus games, but this situation can be prevented.
[0223] Although the add-on effects related to the normal add-on lottery and the preparatory add-on lottery are executed on the main display 8, they may also be executed on the sub-display 17. Also, during the additional performance, a button performance involving operation of the performance button 2d (or upper performance button 2f) may be executed.
[0224] Next, referring to Figure 9, we will explain the presentation in variant example 1 of the first embodiment in the case where, despite winning the preparatory additional lottery during the first AT state described above, the switch to the second AT state is not made and the first termination condition in the first AT state is met.
[0225] As mentioned above, in games during the first AT state, in addition to the regular add-on lottery, a preparatory add-on lottery is also held. However, the bonus (number of add-on games) awarded as a result of this preparatory add-on lottery is a bonus that only functions when the AT state switches to the second AT state. Therefore, even if it is decided that a bonus will be awarded as a result of the preparatory add-on lottery, if the first AT state ends without subsequently switching to the second AT state, the bonus that was scheduled to be awarded will be invalidated, which may cause dissatisfaction among players.
[0226] Therefore, in variant example 1 of the first embodiment, if the granting of a bonus is determined as a result of the preparatory additional lottery, but the switch to the second AT state is not subsequently made, it is possible to provide the player with useful bonus information as a relief measure.
[0227] Figure 9 shows the presentation images on the main display 8 during and after the final game when the first AT state ends without switching to the second AT state, even though the number of games has been decided to be added as a result of the preliminary addition lottery. First, FIG. 9(a) shows an effect image on the main display device 8 during the execution of the final game in the first AT state in which the first termination condition is met (after the medals have been paid out).
[0228] As shown in FIG. 9(a), during the first AT state, the main display 8 displays a first AT state image 24, a remaining difference number image 21a, and a number of games played image 21b, as described above. Furthermore, when the final game in the first AT state is executed and a predetermined number of medals are paid out, and as a result the first ending condition is met, the remaining difference number image 21a is updated to show "0 medals."
[0229] Also, at this time, if the result of the preparation addition lottery during the first AT state has determined that the number of games to be added to the second AT state will be determined, the preparation addition game number image 21e will be displayed, and for example, an image of "+30G" will be displayed as shown in the figure.
[0230] In this state, when the final game of the first AT state ends, that is, even though the addition of the number of games has been determined as a result of the preparatory addition lottery, the first AT state ends without switching to the second AT state, and instead, the first AT state image 24 is erased and a setting suggestion image 23 is displayed in the main part of the screen of the main display 8, as shown in Figure 9(b). The setting suggestion image 23 is information displayed under the control of the sub-controller 20, which displays the setting suggestion image 23 based on the setting value (setting stage) set by the probability setting device 14 as a setting means, based on control information from the main controller 10.
[0231] In other words, the sub-controller 20 is capable of displaying multiple images as the setting suggestion image 23, and selects and displays one of the images depending on the setting value in the probability setting device 14. For example, the sub-controller 20 selects and displays five types of images, image A to image E, each of which will display a different character, according to a selection probability that is preset in accordance with each setting value of the probability setting device 14.Image A has a selection rate of 1% when the setting value in the probability setting device 14 is the maximum value (setting 6), but a selection rate of 80% when the setting value is the minimum value (setting 1).Image E has a selection rate of 30% when the setting value in the probability setting device 14 is the maximum value (setting 6), but a selection rate of 10% when the setting value is the minimum value (setting 1), and so on, so that each image is displayed with a different selection rate.
[0232] Therefore, each image is selected according to the setting value in the probability setting device 14, resulting in images that are more likely to be selected the higher the setting, and images that are more likely to be selected the lower the setting, and the selected image allows the player to predict to some extent the setting value in the probability setting device 14. It should be noted that the selection control of the image in the setting suggestion image 23 may be other than that described above, as long as the player is able to predict the setting value in the probability setting device 14 to some extent. Also, an image that definitively notifies a predetermined setting value may be provided as an option. In addition, after the final game in the first AT state ends, the game progress may be disabled for a predetermined time (for example, 5 seconds) to prevent situations such as starting the next game without being able to check the setting suggestion image 23.
[0233] As described above, in variant example 1 of the first embodiment, if the addition of the number of games is determined as a result of the preparatory addition lottery during the first AT state, but the first AT state ends without switching to the second AT state, the setting suggestion image 23 is displayed on the main display 8, and bonus information is provided to the player. In other words, the sub-controller 20 is equipped with a bonus granting means (sub-controller 20) that can grant a predetermined bonus (display a setting suggestion image 23 as bonus information) when the second termination condition is changed by the main controller 10 as a change lottery control means but switching to the second special game state (second AT state) is not performed.
[0234] Therefore, even if the number of games to be played in the second AT state is determined by a preparatory additional lottery, and the first AT state ends without switching to the second AT state, it is possible to reduce the player's dissatisfaction. In addition, as a relief measure for the player, a setting suggestion image 23 is displayed, so that the player can obtain important information for selecting a gaming machine, thereby further reducing the player's dissatisfaction.
[0235] In addition, when the addition of the number of games to the second AT state has been determined by the preparatory addition lottery, the setting suggestion image 23 is displayed. However, when the number of games to be added is a predetermined number (e.g., 30 games) or more, the setting suggestion image 23 may be displayed, and when the number is less than the predetermined number (e.g., 30 games), the setting suggestion image 23 may not be displayed.
[0236] In addition, as a relief measure for the player, bonus information is provided, but if the addition of the number of games to the second AT state has been determined by a preparatory addition lottery, or if the number of games to be added is a predetermined number (for example, 30 games) or more, the bonus may be granted by continuing the advantageous zone after the AT state ends without transitioning the game zone to the normal zone. As described above, the first modification of the first embodiment is realized.
[0237] [Modification 2 of the First Embodiment] Next, a second modification of the first embodiment will be described with reference to FIG. In variant example 2 of this first embodiment, only the control related to the execution of push order navigation when the push order bell role is won differs from the slot machine 1 of the first embodiment described above, and everything else is the same as the slot machine 1 described above, so only the differences will be explained.
[0238] As mentioned above, in the slot machine 1 of the first embodiment, when the push order bell role is won in a game during the pseudo bonus state or AT state, the player is notified of the winning push order bell role, i.e., specific operation information for deriving the specific result corresponding to the push order bell role ("Bell Bell Bell") is notified (push order navigation is executed), but in variant example 2 of this first embodiment, the execution control of the push order navigation during the AT state is different from that of the first embodiment described above.
[0239] Specifically, as mentioned above, when the AT state is entered, the state is controlled to either the first AT state or the second AT state, and the main control unit 10 changes the probability of executing the push order navigation when the push order bell role is won depending on the type of AT state. In other words, it is possible to generate an AT state in which the probability of push order navigation being executed is relatively high, and an AT state in which the probability of push order navigation being executed is relatively low.In an AT state in which the probability of push order navigation being executed is relatively low, even if the push order bell role is won, there is a relatively high possibility that a game will be played in which push order navigation is not executed, and as a result, the player is more likely to not obtain medals.
[0240] FIG. 10 shows the execution probability of push order navigation (probability of announcing specific operation information) when the push order bell role is won for each type of AT state in the main control device 10. As shown in Figure 10, when the push order bell role is won in the first AT state, the execution of the push order navigation is controlled so that there is a 40% probability that the push order navigation will not be executed and a 60% probability that the push order navigation will be executed. On the other hand, if the push order bell role is won in the second AT state, the push order navigation will never be executed, and the execution control of the push order navigation will be performed so that the push order navigation is executed with a 100% probability.
[0241] The main control unit 10 controls the execution of the push order navigation when the push order bell role is won with the above probability, and if it decides to execute the push order navigation, it sends control information related to the push order navigation to the sub-control unit 20, which acts as an alarm control means.The sub-control unit 20 controls the main display 8, navigation lamp 12, and speaker 9 to execute various alarms corresponding to the push order navigation, such as displaying a push order navigation image on the main display 8. Therefore, the probability that the push order navigation will be executed when the push order bell role is won is higher in the second AT state than in the first AT state, and the second AT state is an AT state that is more advantageous for the player than the first AT state.
[0242] As described above, in variant example 2 of the first embodiment, when the push order bell role is won, push order navigation is executed with a predetermined probability (60%) in the first AT state, whereas in the second AT state, push order navigation is executed with a higher probability (100%) than in the first AT state. In other words, when a game that can derive a specific result ("Bell Bell Bell") is executed, the sub-controller 20 as notification control means can notify specific operation information (execute push order navigation) with a first probability (60%) during the first special game state (first AT state), and can notify specific operation information with a second probability (100%) that is higher than the first probability during the second special game state (second AT state).
[0243] Therefore, it becomes possible to generate a variety of AT states in which the execution mode of the push order navigation changes, thereby making it possible to increase the entertainment value of the game. Furthermore, when the second AT state is switched to, the probability of the push order navigation being executed when the push order bell role is won is higher than in the first AT state, so it is possible to further increase the player's sense of anticipation when the second AT state is switched to. Furthermore, in the first AT state, the player will play the game while looking forward to switching to the second AT state, which can further increase the player's motivation to play.
[0244] In addition, the probability of executing the push order navigation during each AT state may be other than those described above, as long as the probability of executing the push order navigation when the push order bell role is won is higher in the second AT state than in the first AT state. In addition, two more types of second AT states may be provided, with the probability of executing the push order navigation during one second AT state being set to 80% and the other being set to 100%. Furthermore, when executing the push order navigation, the sub-controller 20 executes the push order navigation based on control information from the main controller 10, but the main controller 10 may also execute the push order navigation by directly controlling the notification means, for example, the main controller 10 may execute the push order navigation by directly controlling the navigation lamp 12. As described above, the second modification of the first embodiment is realized.
[0245] [Modification 3 of the First Embodiment] Next, a third modification of the first embodiment will be described with reference to FIG. In variant example 3 of this first embodiment, only the additional lottery during the second AT state and the control related to the transition of the game state during the AT state differ from the slot machine 1 of the first embodiment described above; otherwise, it is the same as the slot machine 1 described above, so only the differences will be explained.
[0246] First, we will explain the additional lottery during the second AT state in variant example 3 of this first embodiment. In variant 1 of the first embodiment described above, during the first AT state, when a rare role is won, a normal additional lottery is executed to increase the remaining difference in the number of coins, and a preparatory additional lottery is executed to increase the remaining number of games.In this variant 3, as in variant 1, a normal additional lottery and a preparatory additional lottery are also executed.
[0247] Furthermore, in variant example 3 of the first embodiment, even after switching to the second AT state, both the normal additional lottery and the preparation additional lottery are executed when a rare role is won. However, since this is an additional lottery held after switching to the second AT state, the additional lottery related to the increase in the number of remaining games is a regular additional lottery, and the additional lottery related to the increase in the remaining difference in number of coins is a preparation additional lottery.
[0248] Therefore, if you win the preparatory addition lottery after switching to the second AT state, the number of medals will be added based on the duration of the first AT state, regardless of the duration of the second AT state at that time. In addition, the winning probability of each additional lottery during the second AT state is controlled so that in the normal additional lottery it becomes the winning probability shown in Figure 6(b), and in the preparatory additional lottery it becomes the winning probability shown in Figure 6(a).
[0249] Then, when the second termination condition is met in the second AT state, if the player has won the preparatory addition lottery during the second AT state (the addition lottery related to the increase in the remaining difference in the number of medals), that is, if there are additional medals added as a result of the preparatory addition lottery at the end of the second AT state, the switching condition for the first AT state will be met, as shown in Figure 11, and a switch to the first AT state will be made (arrow b2 in Figure 11). The switched-to first AT state will continue to be managed with the added number of medals as the initial remaining difference.
[0250] Furthermore, after switching back to the first AT state, the control for switching back to the second AT state is performed again in the same manner as described above. Therefore, during the AT state, it is possible to alternate between the first AT state and the second AT state. The other transitions of the game state shown in FIG. 11 are the same as those in the first embodiment, and therefore will not be described here.
[0251] As described above, in the third modification of the first embodiment, after switching from the first AT state to the second AT state, switching back to the first AT state is performed again. In other words, the main control device 10, as a special game state switching control means, is able to execute switching control back to the first special game state again after switching from the first special game state (first AT state) to the second special game state (second AT state).
[0252] Therefore, the game modes during the AT state can be further diversified, and the interest in the game can be further increased. Furthermore, since the switch back to the first AT state occurs upon the end of the second AT state, it is possible to once again increase the motivation of a player who has become discouraged by the end of the second AT state. Furthermore, the repeated control of the first AT state and the second AT state will continue as long as additional bonuses are added, which can greatly increase the player's sense of anticipation.
[0253] When switching back to the first AT state, the number of medals added in the preliminary addition lottery may be added to the initial remaining difference number of medals (for example, 50 medals) that has been set in advance. As described above, the third modification of the first embodiment is realized.
[0254] [Fourth Modification of the First Embodiment] Next, a fourth modification of the first embodiment will be described with reference to FIG. In variant example 4 of this first embodiment, only the control up to the time of switching from the first AT state to the second AT state during the AT state differs from that of the slot machine 1 of the first embodiment described above; otherwise, it is the same as the slot machine 1 described above, so only the differences will be explained.
[0255] In the first embodiment described above, when a predetermined rare role (for example, a strong cherry role) is hit during a game in the first AT state, control is exercised to switch to the second AT state with a predetermined probability (for example, 30%). However, in this fourth variant, the state is not switched directly from the first AT state to the second AT state, but is transitioned to the second AT state via the ATCZ state.
[0256] FIG. 12 shows a transition of the gaming state realized by the control of the main control device 10 in the fourth modification of the first embodiment. As shown in Figure 12, in variant example 4 of the first embodiment, in a game during the first AT state, if a predetermined rare role (e.g., a strong cherry role) is won, the game state is transitioned to the ATCZ state with a predetermined probability (e.g., 40%) (arrow a3 in Figure 12). The ATCZ state is a so-called chance zone in which switching to the second AT state is performed with a high probability for a predetermined period of time (for example, 10 games), and during this period, a lottery to switch to the second AT state is held with a high probability.
[0257] For example, if a weak rare role is won, there is an 80% chance that the game will switch to the second AT state, if a strong rare role is won, there is a 100% chance that the game will switch to the second AT state, and furthermore, if a bell role or a replay role is won, there is a 10% chance that the game will switch to the second AT state. Therefore, instead of switching directly from the first AT state to the second AT state, the game state is first transitioned to one in which there is a high probability of switching to the second AT state.
[0258] Then, in a game during the ATCZ state, if the specified period ends without the player winning the lottery to switch to the second AT state, the game state will be transitioned to the first AT state (arrow b3 in Figure 12), but if the player wins the lottery to switch to the second AT state during that period, the game state will be transitioned to the second AT state from the next game (arrow c3 in Figure 12). The other transitions of the game state shown in FIG. 11 are the same as those in the first embodiment, and therefore will not be described here.
[0259] Also, during the ATCZ state, the AT state is continued by subtracting the remaining difference in the number of coins. Therefore, even if the game state is in the ATCZ state, the AT state is continued as in the previous first AT state, and the continued management will be continued even if the game state transitions to the first AT state again.
[0260] In addition, during the ATCZ state, various effects are executed under the control of the sub-controller 20, such as effects to notify the player of the game state and effects according to the results of the bonus lottery, similar to the CZ state during the normal game state described above.For example, effects are executed to notify the player that a switching lottery has been held and effects to notify the player of the result of the switching lottery.
[0261] As described above, in variant example 4 of the first embodiment, when a specified rare role is won in a game during the first AT state, the game transitions to the ATCZ state, in which switching to the second AT state occurs with a higher probability than in the previous state. In other words, the main control unit 10 as a special game state control means can control the special game state to a high probability special game state (ATCZ state) in which switching to the second special game state (second AT state) by the special game state switching control means (main control unit 10) is performed with a high probability based on the establishment of predetermined conditions.
[0262] Therefore, it is possible to switch to the second AT state in a more diverse manner, thereby making the game more interesting. Furthermore, when the state transitions to the ATCZ state, it becomes possible to increase the player's sense of anticipation for a longer period of time than when a switching lottery is conducted in one game.
[0263] In addition, in variant example 4 of the first embodiment, as described above, a lottery to switch directly to the second AT state may be held during a game in the first AT state, in which case there will be cases where the game will switch directly to the second AT state, and cases where the game will switch to the second AT state via the ATCZ state. In addition, the duration of the ATCZ state and the winning probabilities during the switching lottery during the ATCZ state may be other than those described above.
[0264] In addition, in order to prevent the first termination condition from being met during the ATCZ state, if the remaining difference in number of coins becomes a predetermined number or less, the lottery for transitioning to the ATCZ state may be prohibited. In addition, during the ATCZ state, updates to various data related to the continuation of the AT state (such as the remaining difference in number of sheets) may be suspended.In this case, when the ATCZ state transitions to the first AT state, the remaining difference in number of sheets at the start of the ATCZ state will be restored and the first AT state will resume. As described above, the third modification of the first embodiment is realized.
[0265] The above describes the slot machine 1 of the first embodiment. In the first embodiment, it is possible to switch to the second AT state in all games during the first AT state, but if the number of games in the advantageous zone reaches a predetermined number or more, it is also possible to prohibit switching to the second AT state.
[0266] In addition, when the AT state starts, the state is transitioned to the first AT state, but initially the state may be transitioned to the second AT state, which is a game number management type, and when the condition for switching to the first AT state during the second AT state is met, the state may be switched to the first AT state, which is a difference number management type. In this case, it is preferable that the first AT state is more advantageous to the player than the second AT state. Also, at the start of the AT state, it may be possible to select whether to enter the first AT state or the second AT state based on the player's operation (for example, betting operation). The slot machine 1 of the first embodiment is configured as described above.
[0267] Second Embodiment Next, a second embodiment of the gaming machine according to the present invention will be described with reference to FIGS.
[0268] In the gaming machine of the second embodiment, only some of the control related to the transition of the gaming state and some of the presentation content are different from the gaming machine of the first embodiment described above, and everything else is the same as in the first embodiment. Therefore, in this second embodiment, only the points that are different from the first embodiment will be described, and the other points are the same as the first embodiment described above, so the description will be omitted.
[0269] [Transition of gaming state during CZ state in gaming machine of second embodiment] First, the transition of the gaming state during the CZ state in the slot machine 1 in the second embodiment will be described with reference to FIGS. In the slot machine 1 of this second embodiment, as in the first embodiment described above, the main control unit 10 controls the transition of each game state, but in this second embodiment, the control related to the CZ state differs from that in the first embodiment.
[0270] First, in the first embodiment described above, when a transition to the CZ state occurs, the main control unit 10 does not change the lottery control for transition to the pseudo-bonus state during the CZ state, but in this second embodiment, the lottery control for transition to the pseudo-bonus state during the CZ state can be changed. In other words, in this second embodiment, two types of CZ states can occur: a CZ state (first CZ state) in which the probability of transitioning to a pseudo-bonus state during the CZ state is relatively low, and a CZ state (second CZ state) in which the probability of transitioning to a CZ state is relatively high.When a transition to a CZ state occurs, the main control unit 10 can control the CZ state to either of the above CZ states.
[0271] Figure 13 shows the transition of the game state during the CZ state, which is realized by the control of the main control device 10 in this second embodiment. As shown in Figure 13, the main control unit 10 conducts a lottery to transition to the CZ state during the normal game state, which is the first game state, and if the transition condition for the CZ state is met by winning this transition lottery, the game state is transitioned from the normal game state to the CZ state, which is the second game state that is advantageous to the player, for a predetermined period of time.
[0272] Furthermore, when the transition condition for the CZ state is met, a lottery for transition to the second CZ state is held, and if the transition condition for the second CZ state is met by winning this transition lottery, the CZ state is controlled in the second CZ state as a specific second game state, and if the transition condition for the second CZ state is not met by not winning the transition lottery for the second CZ state, the CZ state is controlled in the first CZ state as the normal second game state. In other words, if the transition lottery for the CZ state itself is won, a lottery is held to determine the type of CZ state, and this lottery determines whether the control during the CZ state will be the first CZ state (normal second game state) or the second CZ state (specific second game state).
[0273] Then, in a game during the first CZ state and the second CZ state, if the transition condition for the pseudo bonus state is met, the game state is transitioned from the CZ state to the pseudo bonus state. In addition, in a game during the first CZ state and the second CZ state, if the transition conditions for the pseudo-bonus state are not met and the termination conditions for the CZ state set for each CZ state are met, the game state is transitioned from the CZ state to the normal game state.
[0274] In the main control unit 10, as will be described in detail later, a pseudo-bonus state transition lottery is conducted during the first CZ state in which the transition probability to the pseudo-bonus state is relatively low, and a pseudo-bonus state transition lottery is conducted during the second CZ state in which the transition probability to the pseudo-bonus state is relatively high. Therefore, the second CZ state is a more advantageous CZ state for the player than the first CZ state.
[0275] Next, with reference to the flowchart of Figure 14, the CZ state transition lottery processing executed by the main control device 10 will be described. Figure 14 shows a CZ state transition lottery process executed by the main control unit 10, in which a transition lottery is performed to determine whether to transition to the above-mentioned CZ state itself, and a transition lottery is performed to determine whether to transition to the second CZ state.
[0276] First, in step S1, it is determined whether or not a game has been executed. This is a determination of whether or not a game has been executed during normal gaming state. If a game has been executed, proceed to step S2; if a game has not been executed, terminate this CZ state transition lottery process.
[0277] Next, in step S2, it is determined whether or not the transition lottery trigger role to the CZ state has been won. In step S2, if it is determined that a CZ state transition lottery trigger role (for example, a weak watermelon role) has been won, the process proceeds to step S3, and if it is determined that the transition lottery trigger role has not been won, the CZ state transition lottery process is terminated.
[0278] Next, in step S3, a lottery process for transitioning to the CZ state is carried out. The transition lottery process in step S3 is a transition lottery to determine whether or not to transition to the CZ state itself regardless of the type of CZ state, and a lottery is held to determine whether or not to transition to the CZ state with a predetermined probability. As will be explained in more detail later, the probability of winning the CZ state transition lottery differs depending on whether the state is a low CZ probability state or a high CZ probability state, and the probability of transitioning to the CZ state changes depending on the probability state at that time.
[0279] Next, in step S4, it is determined whether or not the CZ state transition lottery has been won. In step S4, if it is determined that the CZ state transition lottery has been won as a result of the CZ state transition lottery process, the process proceeds to step S5, and if it is determined that the transition lottery has not been won, the CZ state transition lottery process is terminated.
[0280] Next, in step S5, a lottery process for transitioning to the second CZ state is performed. The transition lottery process in step S5 is a transition lottery to determine whether or not to transition the winning CZ state to the second CZ state, and a lottery is held to determine whether or not to transition to the second CZ state with a predetermined probability. In other words, after the transition to the CZ state is decided, a lottery is held to determine whether the CZ state will be the first CZ state or the second CZ state. As will be explained in more detail later, the probability of winning the lottery to transition to the second CZ state differs depending on whether the second CZ state is low probability or high probability, and the probability of transitioning to the second CZ state changes depending on the probability state at that time.
[0281] Next, in step S6, it is determined whether or not the lottery for transitioning to the second CZ state has been won. If it is determined in step S6 that the lottery for transitioning to the second CZ state has been won, the process proceeds to step S7.
[0282] Then, in step S7, the second CZ state transition flag is set, and in step S8, the first CZ state transition flag is set, after which this CZ state transition lottery process is terminated. The first CZ state transition flag and the second CZ state transition flag indicate that the right to transition to each CZ state has been granted.These flags are referenced at the start of the CZ state, and the CZ state is controlled to either the first CZ state or the second CZ state depending on the flag.
[0283] As described above, in the slot machine 1 of the second embodiment, the CZ state is controlled to either the first CZ state or the second CZ state, which have different probabilities of transitioning to the pseudo bonus state. Therefore, it is possible to make the game more diverse during the CZ state and improve the interest of the game. In addition, the player's sense of expectation can be changed depending on the type of CZ state, and when the player transitions to the second CZ state, it is possible to increase the player's sense of expectation.
[0284] After the CZ state transition lottery process is performed, a second CZ state transition lottery process is performed, but the lottery form may be other than the above, as long as the transition to the CZ state itself is determined with a predetermined probability and the type of CZ state to transition to is determined with a predetermined probability. Also, three or more types of CZ states may be provided. Also, if the CZ state transition lottery is won, the transition to the CZ state may be made from the next game, or the transition to the CZ state may be made after a predetermined number of games (for example, 3 games) of CZ state continuous effects (main continuous effects) are executed on the main display 8. Also, if the CZ state transition lottery trigger role is won but the CZ state transition lottery is not won (or in part of that), a fake continuous effect of the CZ state may be executed. As described above, the transition of the gaming state during the CZ state is performed in the gaming machine of the second embodiment.
[0285] [Probability state for transition of CZ state in gaming machine of second embodiment] Next, with reference to FIG. 15, the probability state for the transition of the CZ state realized by the control of the main control device 10 in the slot machine 1 of the second embodiment will be described.
[0286] In the slot machine 1 of this second embodiment, as described above, the main control unit 10 conducts a transition lottery to determine whether or not to transition to the CZ state itself (first CZ state or second CZ state) based on the winning of a specified rare role (for example, a weak watermelon role), and if the transition lottery is won, the game state is transitioned to the CZ state.
[0287] In addition, the main control device 10 can control the transition lottery for the CZ state itself (first CZ state or second CZ state) in the normal game state using two types of probability states (probability state A): a low CZ probability state in which the CZ state is won with a relatively low probability, and a high CZ probability state in which the CZ state is won with a relatively high probability, and this probability state A can change the expectation for the transition to the CZ state itself.
[0288] Furthermore, as mentioned above, when the main control unit 10 decides to transition to the CZ state itself, it conducts a transition lottery (selection lottery) to determine whether to transition the CZ state to the first CZ state or the second CZ state.However, with regard to the transition lottery for the second CZ state, it is possible to control two types of probability states (probability state B): a second CZ low-probability state in which the second CZ state is entered with a relatively low probability, and a second CZ high-probability state as a specific first game state in which the second CZ state is entered with a relatively high probability, and this probability state B makes it possible to change the expectation for transitioning to the second CZ state.
[0289] Figure 15 shows transitions according to the progress of the game in probability state A, which determines the transition probability of the CZ state itself, and probability state B, which determines the transition probability of the second CZ state. First, probability state A is assumed to transition to a CZ low probability state when the main control unit 10 is reset (including when the settings are changed), and a transition related to probability state A will be made depending on the results of the promotion lottery in the game during this CZ low probability state.
[0290] As shown in Figure 15, in a game (at the start of the game) when probability state A is in a low CZ probability state, a promotion lottery is held for probability state A, and if this promotion lottery is won (timing t1), from the next game, probability state A will transition from a low CZ probability state to a high CZ probability state (timing t2). Therefore, by transitioning from a low CZ probability state to a high CZ probability state, the transition probability of the CZ state itself will change from a low state to a high state.
[0291] In addition, in a game (at the start of the game) in which probability state A is in a CZ high probability state, a demotion lottery is held for probability state A, and if this demotion lottery is won (timing t4), from the next game, probability state A will transition from a CZ high probability state to a CZ low probability state (timing t5). Therefore, transitioning from a high CZ probability state to a low CZ probability state will change the transition probability of the CZ state itself from a high state to a low state. Details of the promotion lottery and demotion lottery regarding the above probability state A will be described later.
[0292] In addition, the main control unit 10 controls the transition to probability state B separately from probability state A, and controls switching between the second CZ low probability state and the second CZ high probability state at a predetermined time.
[0293] In this second embodiment, when the main control unit 10 is reset (including when the settings are changed), probability state B during normal game play is transitioned to the second CZ low probability state, and when a predetermined number of games (e.g., 100) have been played in the second CZ low probability state, the state transitions from the second CZ low probability state to the second CZ high probability state, and then when a predetermined number of games (e.g., 30) have been played in the second CZ high probability state, the state transitions from the second CZ high probability state to the second CZ low probability state, and thereafter, the switching control of probability state B is basically performed at the same time. As will be described in detail later, the duration of the second CZ high probability state may be extended based on the fulfillment of certain conditions.
[0294] Therefore, as shown in the figure, when a predetermined number of games (e.g., 100) are played in the second CZ low probability state and the number of games required to advance to the second CZ high probability state is reached, the probability state B will transition from the second CZ low probability state to the second CZ high probability state from that game (timing t3).
[0295] Furthermore, when a predetermined number of games (for example, 30) are played in the second CZ high probability state and the number of games required for demotion to the second CZ low probability state is reached, the probability state B will transition from the second CZ high probability state to the second CZ low probability state from that game (timing t6). The timing for switching between each probability state may be at the start or end of the game, which triggers the switch.
[0296] Probability state B does not affect the transition lottery for the CZ state itself, but rather changes the probability of transition to the second CZ state if the transition lottery for the CZ state itself is won at that time.Therefore, if the transition lottery for the CZ state itself is won in the second CZ low probability state, the probability of transition to the second CZ state becomes relatively low, and if the transition lottery for the CZ state itself is won in the second CZ high probability state, the probability of transition to the second CZ state becomes relatively high.
[0297] In addition, since the main control unit 10 concurrently manages probability state A and probability state B as probability states related to the CZ state during the normal game state, various combinations of probability states are formed by probability state A and probability state B. For example, in the game between timing t2 and timing t3 shown in the figure, probability state A becomes a CZ high probability state, and probability state B becomes a second CZ low probability state, so only the transition probability of the CZ state itself is controlled in the high probability state. Therefore, during this period, it is easy to transition to the CZ state itself, but even if it does transition to the CZ state itself, it becomes difficult to transition to the second CZ state.
[0298] Furthermore, in the game between timing t3 and timing t5 shown in the figure, probability state A becomes a CZ high probability state, and further probability state B becomes a CZ overlapping high probability state which becomes a second CZ high probability state, so the transition probability of the CZ state itself is controlled in a high probability state, and furthermore the transition probability of the second CZ state is also controlled in a high probability state. Therefore, during this period, it is easy to transition to the CZ state itself, and when it has transitioned to the CZ state itself, it is also easy to transition to the second CZ state.
[0299] Furthermore, in the game between timing t5 and timing t6 shown in the figure, probability state A becomes a CZ low probability state, and probability state B becomes a second CZ high probability state, so only the transition probability of the second CZ state is controlled in a high probability state. Therefore, during this period, it is difficult to transition to the CZ state itself, but once the transition to the CZ state itself has occurred, it becomes easier to transition to the second CZ state.
[0300] As described above, under the control of the main control unit 10, when a predetermined role is won in the CZ low probability state during the normal game state, the probability state A during the normal game state is changed to the CZ high probability state. In other words, the main control device 10, which serves as a game control means, is equipped with a probability control means that can control the first game state (normal game state) to a high probability state (high CZ probability state) that increases the probability of occurrence of the second game state (CZ state) based on the results of the game in the first game state (normal game state). Therefore, it is possible to increase the player's sense of anticipation regarding the occurrence of the CZ state itself.
[0301] Furthermore, when the number of games played reaches the number of games required to advance to the second CZ high probability state (e.g., 100 games) during the second CZ low probability state in the normal game state, the main control unit 10 will change the probability state B during the normal game state to the second CZ high probability state for a predetermined period (e.g., 30 games). In other words, the main control unit 10 is equipped with a game control means that can control the occurrence of a second game state (CZ state) during a predetermined period during the first game state (normal game state) to a specific first game state (second CZ high probability state) that is advantageous to the player. Therefore, it is possible to increase the player's sense of anticipation regarding the occurrence of the second CZ state.
[0302] In addition, the main control device 10 as a game control means can control the game to a specific first game state (second CZ high probability state) based on the number of times the game is executed during the first game state (normal game state) reaching a predetermined number. Therefore, a high probability state of the second CZ will occur as the game progresses, making it possible to realize an exciting game in which the player's expectations gradually increase as the game progresses. Furthermore, even if no bonus is obtained after playing the game multiple times, the second CZ high probability state will occur if the game is played a predetermined number of times, which will increase the player's motivation to play.
[0303] Furthermore, since the main control unit 10 separately manages and controls probability state A and probability state B, the transition probability of the CZ state itself and the transition probability (selection probability) of the first CZ state and the second CZ state change in various ways, which makes it possible to diversify the game content related to the transition of the CZ state and increase the interest of the game. In addition, various combinations of each probability state will occur, making it possible to diversify the game content related to the transition of the CZ state. It is also possible to create a CZ overlap high probability state in which both probability states are high probability states, which can greatly increase the player's sense of anticipation.
[0304] In this second embodiment, when 100 games are played in the second CZ low probability state, the state transitions to the second CZ high probability state, and when 30 games are played in the second CZ high probability state, the state transitions to the second CZ low probability state, but the number of games played to transition to each probability state may be other than those mentioned above. In addition, the trigger for changing probability state B may be other than the above, and the number of times a specified role is won may be counted, and when the counting result reaches a specified number, a transition to each probability state related to probability state B may be made. As described above, the probability state transition occurs in response to the transition of the CZ state in the gaming machine of the second embodiment.
[0305] [Various lotteries related to the CZ state in the gaming machine of the second embodiment] Next, various lotteries relating to the CZ state in the gaming machine of the second embodiment will be described with reference to Figures 16 to 18.
[0306] First, referring to Figure 16, we will explain the probability of promotion to a CZ high probability state and the probability of demotion to a CZ low probability state related to probability state A. As described above, the main control device 10 manages the probability state A and controls the transition (or maintenance) between the CZ low probability state and the CZ high probability state. In this second embodiment, the probability state A is managed by holding a lottery (promotion lottery) for transitioning from a low-probability CZ state to a high-probability CZ state, and a lottery (demotion lottery) for transitioning from a high-probability CZ state to a low-probability CZ state, based on the results of the lottery for roles during normal game play in the main control unit 10.
[0307] FIG. 16 shows the probability of transition to each probability state based on the result of the lottery of the winning combination, which is realized by the control of the main control device 10. First, Figure 16(a) shows the probability of promotion (winning probability) to the CZ high probability state in the transition lottery when each role is won in the CZ low probability state during the normal game state. As shown in Figure 16(a), when a weak cherry role is won, a transition lottery is conducted to determine that there is a 70% probability that the player will not be promoted to the CZ high probability state (the CZ low probability state will remain), and a 30% probability that the player will be promoted to the CZ high probability state.
[0308] Similarly, if you win a role other than the weak cherry role (including a miss), there is a 100% chance that you will not be promoted to the CZ high probability state (maintaining the CZ low probability state). In other words, for lottery results other than the weak cherry role, a transition lottery is performed so that you will not be promoted to the CZ high probability state.
[0309] Next, Figure 16(b) shows the probability of demotion (winning probability) to a CZ low probability state in the transition lottery when each role is won in a CZ high probability state during normal gaming. As shown in Figure 16(b), if the push order bell role is won, a transition lottery is held to determine with a 95% probability that there will be no demotion to the CZ low probability state (maintaining the CZ high probability state), and with a 5% probability that there will be a demotion to the CZ low probability state.
[0310] Similarly, if you win a role other than the push order bell role (including misses), there is a 100% chance that you will not be demoted to the CZ low probability state (maintaining the CZ high probability state). In other words, for lottery results other than the push order bell role, a transition lottery is conducted so that you will not be demoted to the CZ low probability state.
[0311] As described above, promotion and demotion lotteries related to probability state A are conducted with a predetermined probability according to the results of the lottery for the role during the normal game state, making it possible to reliably manage probability state A. Furthermore, when a game is played, the player will pay attention to things other than the granting of benefits such as pseudo-bonus states, which can increase the interest of the game. Furthermore, if the player wins the promotion lottery trigger role, it is possible to increase the player's sense of expectation.
[0312] In addition, the trigger roles for the promotion lottery and the demotion lottery may be other than those described above, and each trigger role may be set to multiple types of roles. In addition, the promotion probability and demotion probability when each role is won may be other than those mentioned above.
[0313] Next, with reference to Figure 17, we will explain the winning probability of the CZ state itself and the winning probability of the second CZ state.
[0314] As mentioned above, in the main control unit 10, during a game in the normal game state, a lottery is held to transition to the CZ state itself (step S3 in Figure 14), and if this transition lottery is won, the game state will transition from the normal game state as the first game state to the CZ state as the second game state (the right to transition is granted). In addition, when the transition lottery for the CZ state itself is won, a transition lottery for the second CZ state (step S5 in Figure 14) is held, and if this transition lottery is won, the transitioned CZ state will be controlled in the second CZ state as a specific second game state, and if the transition lottery is not won, the transitioned CZ state will be controlled in the first CZ state as the normal second game state. Also, as mentioned above, the transition lottery for the CZ state itself is carried out based on probability state A, and the transition lottery for the second CZ state is carried out based on probability state B.
[0315] First, Figure 17(a) shows the winning probability in the transition lottery to the CZ state itself, which is realized by the control of the main control device 10, depending on the lottery result of the role during the normal gaming state. As shown in Figure 17(a), when probability state A during normal gameplay is in a low CZ probability state and a weak watermelon role is won, a transition lottery is held so that there is a 90% probability of not winning the CZ state and a 10% probability of winning the CZ state. Similarly, if probability state A is a high CZ state and a weak watermelon role is won, a transition lottery will be held so that there is a 70% chance that the CZ state will not be won and a 30% chance that the CZ state will be won.
[0316] In addition, if probability state A during normal game mode is in the CZ low probability state and a role other than the weak watermelon role is won, there is a 100% probability that the player will not win the CZ state, and a transition lottery will be held to ensure that the player will not win the CZ state. Similarly, if probability state A is in the CZ high probability state and a role other than the weak watermelon role is won, a transition lottery will be held so that there is a 90% chance that the player will not win the CZ state and a 10% chance that the player will win the CZ state.
[0317] As described above, the lottery for transitioning to the CZ state itself is mainly triggered by winning a weak watermelon role, and the probability of winning the CZ state itself is higher in the CZ high probability state than in the CZ low probability state. Therefore, it is possible to reliably change the winning probability of the CZ state itself based on probability state A. Furthermore, if a weak watermelon role is won regardless of the state of probability state A, it is possible to increase the player's sense of expectation, and if a weak watermelon role is won in a high CZ probability state, it is possible to further increase the player's sense of expectation.
[0318] Furthermore, during the CZ high probability state, even if a role other than the weak watermelon role is won, there is a possibility of winning the CZ state itself. Therefore, it is possible to greatly increase the player's sense of expectation in a high CZ probability state. In addition, the trigger role for the transition lottery to the CZ state itself may be other than the above, and multiple types of roles may be set as the trigger role. In addition, the probability of winning when the trigger role for the transition lottery to the CZ state itself is won may be other than those listed above.
[0319] Next, Figure 17(b) shows the probability of winning the lottery for transitioning to the second CZ state when winning the CZ state. As shown in Figure 17(b), if probability state B is in the second CZ low probability state and wins the CZ state, a transition lottery is held so that there is an 80% probability of not winning the second CZ state and a 20% probability of winning the second CZ state.
[0320] Similarly, if probability state B is in the second CZ high probability state and wins the CZ state, a transition lottery is held so that there is a 50% probability of not winning the CZ state and a 50% probability of winning the CZ state. If the result of the transition lottery is that the second CZ state is selected, the player will transition to the second CZ state; if the result is that the second CZ state is not selected, the player will transition to the first CZ state.
[0321] As described above, if the probability state B at the time of winning the CZ state transition lottery is the second CZ high probability state, the main control unit 10 controls the lottery so that the probability of transitioning to the second CZ state is higher than if it were the second CZ low probability state. In other words, the main control device 10 as a game control means is capable of executing control in a specific first game state (second CZ high probability state) that increases the probability of occurrence of a specific second game state compared to a first game state other than the specific first game state (for example, a second CZ low probability state).
[0322] Therefore, it is possible to reliably change the probability of transitioning to the second CZ state based on the probability state B. Furthermore, if the CZ state itself is won during the second CZ high probability state, it is possible to further increase the player's sense of anticipation. In addition, the probability of winning the transition lottery to the second CZ state can be other than the above, as long as it is higher in the second CZ high probability state than in the second CZ low probability state.
[0323] Next, referring to Figure 18, we will explain the lottery for adding the number of games to the number of continuation games in the second CZ high probability state.
[0324] As mentioned above, in this second embodiment, probability state B during normal game play is transitioned to the second CZ low probability state when the main control unit 10 is reset (including when the settings are changed), and when a predetermined number of games are played in the second CZ low probability state during normal game play, the state transitions from the second CZ low probability state to the second CZ high probability state, and then when a predetermined number of games are played in the second CZ high probability state, the state transitions from the second CZ high probability state to the second CZ low probability state, and thereafter, the switching control of probability state B is basically performed at the same time.
[0325] The number of continuing games in the second CZ high probability state is initially set to the basic number of games (for example, 30 games), and when this basic number of games is played during the second CZ high probability state, the second CZ high probability state will end.However, in the game in the second CZ low probability state before transitioning to the second CZ high probability state, an additional lottery (extension lottery) is held to add (add) a predetermined number of games to the basic number of games in the subsequent second CZ high probability state, and if this additional lottery is won, the predetermined number of games will be added (added) to the basic number of games, and the number of continuing games in the second CZ high probability state will be added in advance and updated. Therefore, the second CZ low probability state and the second CZ high probability state will alternate during normal game play, but in each second CZ low probability state, an additional lottery (extension lottery) will be held for the duration of the second CZ high probability state immediately afterwards.
[0326] In addition, the above-mentioned additional lottery will continue to be executed during the second CZ low probability state, and each time the additional lottery is won, the number of continuing games in the second CZ high probability state will be added and updated in advance. Therefore, the number of games that continue in the second CZ high probability state is extended until the transition to the second CZ high probability state is uncertain, and the actual number of games that continue will change depending on the results of the additional lottery during the previous second CZ low probability state.
[0327] Figure 18 shows the results of an additional lottery (extension lottery) in a game during the second CZ low probability state, which is realized by the control of the main control unit 10, and shows the probability of adding the number of games (probability of winning) to the number of continuing games in the second CZ high probability state immediately afterwards. The above additional lottery will be executed when a rare role is won in a game during the low probability state of the second CZ.
[0328] As shown in Figure 18, if a weak rare role is won in a game during the low probability state of the second CZ in normal game mode, an add-on lottery is held with an 85% probability of 0 games being added (no add-on), a 10% probability of 5 games being added, and a 5% probability of 10 games being added. In addition, if a strong rare role is won in a game during the low probability state of the second CZ, an add-on lottery (extension lottery) will be held with a 50% probability of 0 games being added (no add-on), a 40% probability of 5 games being added, and a 10% probability of 10 games being added.
[0329] As a result of the above-mentioned additional lottery, the determined number of games will be added to the number of continuation games in the 2nd CZ high probability state immediately afterwards. In addition, the number of continuation games will be added for each additional lottery, and the duration of the 2nd CZ high probability state will be extended accordingly. In addition, if you win the weak watermelon role during normal gameplay, the lottery to transition to the CZ state itself will be held separately from the above-mentioned additional lottery, and if you win the lottery to transition to the CZ state itself, the result of the above-mentioned additional lottery will be invalid.
[0330] As described above, the main control unit 10 executes a lottery to add to the number of games to be continued in the second CZ high probability state immediately after the game in the second CZ low probability state in the normal game state before transitioning to the second CZ high probability state, and if the additional lottery is won, the number of games to be continued in the second CZ high probability state is extended by the number of games added. In other words, the main control device 10 as a game control means is equipped with an extension lottery control means that can execute an extension lottery (additional lottery) that can extend the duration of the specific first game state before the specific first game state (second CZ high probability state) occurs.
[0331] Therefore, the number of continuing games in the second CZ high probability state will change in various ways, making it possible to play an exciting game that changes the player's expectations. Furthermore, if the duration of the high probability state of the second CZ is extended by an additional lottery, it is possible to increase the player's expectations. Furthermore, since the extension of the duration of the second CZ high probability state is determined in the game during the immediately preceding second CZ low probability state, it is possible to increase the player's expectations and interest in the game from the point during the second CZ low probability state before the transition to the second CZ high probability state. In addition, the trigger role for the lottery to add the number of games to the number of continuing games in the second CZ high probability state may be other than the above, or multiple trigger roles may be set, and the winning probability when each trigger role is won may be other than the above. As described above, various lotteries are conducted regarding the CZ state in the gaming machine of the second embodiment.
[0332] [Various effects related to the CZ state in the gaming machine of the second embodiment] Next, various effects related to the CZ state in the gaming machine of the second embodiment will be described with reference to Figures 19 to 22. In this second embodiment, the main control unit 10 performs various controls related to the CZ state, and the main control unit 10 transmits control information related to the CZ state to the sub-control unit 20, and the sub-control unit 20 executes various effects by displaying a predetermined effect image related to the CZ state on the main display unit 8 based on the received control information. In addition, in response to the execution of various effects on the main display 8, a predetermined sound effect is output from the speaker 9, and a predetermined decorative light is output from the lamp 11.
[0333] First, referring to FIG. 19, we will explain the presentation image on the main display 8 when an additional lottery is held for the number of continuation games in the second CZ high probability state during a game in the second CZ low probability state.
[0334] As described above, in this second embodiment, the main control unit 10 executes an additional lottery (extension lottery) for the number of continued games in the second CZ high probability state in a game in the second CZ low probability state during normal game play, while the sub-control unit 20 executes an additional effect for the number of continued games by displaying an effect image related to the above additional lottery on the main display unit 8.
[0335] FIG. 19(a) shows an effect image on the main display 8 in a game during the normal gaming state in which probability state A is a CZ low probability state and probability state B is a second CZ low probability state. As shown in FIG. 19(a), during the normal gaming state, a normal gaming state image 30 is displayed in the main part of the screen of the main display 8 to notify that the game is in the normal gaming state.
[0336] The normal game state image 30 is configured with the same images as those in the first embodiment described above, and displays, for example, a moving image of a stage in which the main character advances through a grassland. Furthermore, as mentioned above, during normal game play, the probability of the transition lottery to the pseudo-bonus state can also be changed, so when the probability state of the transition lottery to the pseudo-bonus state is changed from a normal probability state to a high probability state, the background of the stage is changed from a daytime background to an evening background and an announcement is made that the state is now a high probability state.
[0337] In this second embodiment, in addition to notifying the probability state related to the transition lottery to the pseudo-bonus state, notification of probability state A and probability state B, which are probability states related to various transition lotteries in the CZ state, is also performed by changing the normal game state image 30.
[0338] That is, as shown in Figure 19(a), in a game during a normal game state in which probability state A is a CZ low probability state and probability state B is a second CZ low probability state, the character A image 30a, in which the main character included in the normal game state image 30 is wearing blue clothes, will be displayed with a predetermined probability. The color (blue) of the clothing of this character A image 30a notifies (suggests) that probability state A is a CZ low probability state and probability state B is a second CZ low probability state.
[0339] In the above state, if a predetermined rare role is won and probability state A transitions to a CZ high probability state, at a predetermined probability, the main character will be changed to character B image 30b wearing yellow clothes, as shown in the figure, and it will be announced (suggested) that probability state A has become a CZ high probability state and probability state B has become a second CZ low probability state. However, as will be described in more detail later, when probability state B is the second CZ low probability state, the color of the protagonist character's clothes does not perfectly match probability state A, and image selection control is performed so that in the CZ low probability state, there is a high probability that the protagonist character's clothes will be blue, and in the CZ high probability state, there is a high probability that the protagonist character's clothes will be yellow. In other words, the color of the main character's clothes suggests probability state A.
[0340] Next, Figure 19(b) shows the presentation image on the main display 8 when the player wins the lottery to add to the number of continuing games in the second CZ high probability state described above from the state shown in Figure 19(a) above. As shown in FIG. 19(b), the main display 8 continues to display the normal game state image 30 including the character A image 30a.
[0341] In this state, if you win the lottery to add to the number of continuing games in the second CZ high probability state, a specific image corresponding to the number of games that will be added by winning the lottery will appear and be displayed. In the second embodiment, the specific image displayed is a firewood image resembling wood used as fuel, to be used in the performance during the second CZ high probability state described below.
[0342] The firewood image can change depending on the number of added games. For example, if 5 games are added, a relatively small firewood image will be displayed, and if 10 games are added, a relatively large firewood image will be displayed. In other words, the display of the firewood image notifies the user in advance of the extended period of the second CZ high probability state.
[0343] Figure 19(b) shows a case where 10 additional games are added in advance as a result of a lottery to add the number of continuing games in the second CZ high probability state, so a large firewood image, Firewood A image 31a, is additionally displayed at the bottom right of the screen of the main display 8 along with the game status image 30. In other words, in a game during normal gameplay when probability state B is the second CZ low probability state, a lottery is held in advance to add to the number of continuing games to the second CZ high probability state to which the game will be immediately transitioned, and a firewood image is displayed in accordance with the number of games that will be added by winning this additional lottery, thereby notifying in advance that a predetermined number of games will be added to the number of continuing games and the duration of the second CZ high probability state will be extended, even before the game transitions to the second CZ high probability state. In addition, the size of the displayed firewood image also indicates the degree of extension of the duration of the second CZ high probability state.
[0344] Therefore, as shown in Figure 19 (b), when the firewood A image 31a appears and is displayed, it is notified in advance that the number of continuing games will be extended by 10 games in the subsequent second CZ high probability state. The firewood image will continue to be displayed until the second CZ high probability state is reached. Moreover, even when the normal game state image 30 including the character B image 30b is displayed, the firewood image is also displayed in the same manner.
[0345] Next, Figure 19(c) shows the presentation image on the main display 8 when the player wins the lottery to add more games to the second CZ high probability state again from the state shown in Figure 19(b) above, and shows the presentation image when the number of additional games is added in advance by 5 games as a result of the lottery to add more games to the second CZ high probability state again. As shown in Figure 19(c), when the number of additional games is increased by 5 in advance, a small firewood image, Firewood B image 31b, is displayed at the bottom right of the main display 8 screen, to the left of the already displayed Firewood A image 31a, along with the game status image 30.
[0346] Therefore, when the Firewood A image 31a and the Firewood B image 31b are displayed, it is notified in advance that in the subsequent second CZ high probability state, the number of continuing games will be extended by 15 games, with 10 games and 5 games added. Also, although not shown in the illustration, if the player wins the lottery to add to the number of continuing games in the second CZ high probability state again in a subsequent game during the second CZ low probability state, an additional firewood image corresponding to each win will be displayed. In addition, it is preferable that the number of additional games in the number of continuing games in the second CZ high probability state and the firewood image corresponding to the number of additional games be initialized when the game zone transitions to the normal zone.
[0347] As described above, under the control of the main control unit 10, if a player wins the lottery to add to the number of games to be played in the second CZ high probability state (extension lottery) during a game in the second CZ low probability state, the sub-control unit 20 will cause the firewood image corresponding to the winning result to appear and display on the main display 8, thereby notifying the player in advance that the number of games to be played in the second CZ high probability state will be extended and the number of games to be added, even before the game transitions to the second CZ high probability state. In other words, the sub-controller 20 is equipped with a notification control means that can notify information (firewood image) regarding the extension of the duration of the specific first gaming state (second CZ high probability state) based on the results of the extension lottery by the main controller 10 as an extension lottery control means before the specific first gaming state occurs.
[0348] Therefore, it is possible to reliably increase the player's sense of expectation from a game that is in the second CZ low probability state and has not yet transitioned to the second CZ high probability state. Furthermore, it is possible to execute a highly entertaining game in which the player's sense of expectation changes depending on the size of the displayed firewood image. Furthermore, since the player can see the firewood image appear before the transition to the second CZ high probability state, it is possible to prevent situations that would put the player at a disadvantage, such as ending the game before the transition to the second CZ high probability state, even though the second CZ high probability state will be extended thereafter.
[0349] Furthermore, if a player wins the lottery to add to the number of games that will continue in the second CZ high probability state during a game in the second CZ low probability state, an additional firewood image corresponding to each win will be displayed, and the number of games that will be played will be announced in advance for each additional game that will continue in the second CZ high probability state. Therefore, with the addition of the firewood image, the player can confirm that the number of games in the high probability state of the second CZ has been extended each time, making it possible to play a highly entertaining game in which the player's expectations gradually increase. Furthermore, when a plurality of firewood images are displayed, it is possible to significantly increase the player's sense of expectation.
[0350] In this second embodiment, the lottery results for the number of games continued in the second CZ high probability state are announced by displaying a firewood image, but the manner in which the lottery results for the number of games continued in the second CZ high probability state can be announced in a manner other than the above.For example, the same firewood image can be displayed regardless of the number of added games, or one firewood image can be displayed and changed to a larger one each time the number of games is added. In addition, the numerical information of the number of added games may be displayed as is. Furthermore, although the number of games to be added is notified by the image of firewood, the number of games to be added may be notified by displaying other images.
[0351] Next, with reference to FIG. 20, a description will be given of the effect image on the main display device 8 when the number of continuation games in the second CZ high probability state is extended in a game during the second CZ high probability state.
[0352] As mentioned above, in this second embodiment, when the main control unit 10 is in the second CZ high probability state, if a decision is made to transition to the CZ state at that time, the probability of transitioning to the second CZ state increases, but the number of games that continue in this second CZ high probability state is extended by adding the number of games added during the second CZ low probability state to the basic number of games. In addition, the sub-control device 20 is configured to execute various effects on the main display 8 to notify the player of the second CZ high probability state and to notify the player of the extension of the duration of the second CZ high probability state.
[0353] First, Figure 20(a) shows a presentation image on the main display 8 in a game during normal gameplay when probability state A is a low CZ probability state and probability state B is a second CZ high probability state. As shown in FIG. 20(a), during the normal gaming state, a normal gaming state image 30 is displayed in the main part of the screen of the main display 8 to notify that the game is in the normal gaming state, as described above. In addition, there are cases where probability state B becomes the second CZ high probability state and probability state A becomes the CZ high probability state, but this will be discussed later.
[0354] In addition, in a game during the normal game state in which the probability state B is the second CZ high probability state, the main character included in the normal game state image 30 will be displayed as a character C image 30c wearing red clothes. The color (red) of the clothing of this character C image 30c indicates that the probability state B has become the second CZ high probability state. In addition, when probability state B is the second CZ high probability state, character C image 30c will be displayed regardless of the state of probability state A.
[0355] In addition, the main display 8 will continue to display the firewood image that was displayed in the second CZ low probability state, and Figure 20(a) shows the case where firewood A image 31a and firewood B image 31b are displayed, so in this second CZ high probability state, it will be announced that 10 games and 5 games will be added to the basic number of games.
[0356] In addition, a predetermined image is displayed in the lower left corner of the screen of the main display 8 to notify that the current probability state B is a second CZ high probability state and the duration of the second CZ high probability state. In the second embodiment, a flame image resembling a flame is displayed as the predetermined image, and the second CZ high probability state and its duration are notified by displaying this flame image.
[0357] In addition, the flame images are provided in large, medium and small sizes, and the largest size flame image is displayed at the beginning of the second CZ high probability state, and when there are 10 games remaining in the second CZ high probability state, it changes to a medium size flame image, and when there are 5 games remaining, it changes to the smallest size flame image, and finally when there are no more games remaining, the flame image is erased and the end of the second CZ high probability state is announced. Therefore, since Figure 20(a) shows the initial state when the transition to the second CZ high probability state has occurred, the largest size (size corresponding to the basic number of games) of the large flame A image 32a will be displayed in the lower left corner of the screen of the main display 8. The large flame A image 32a is colored orange, and as will be described in detail later, this color changes depending on the probability state A at that time.
[0358] Then, when the game is played during the second CZ high probability state and there are 5 games remaining, the image is changed to the smallest size, small flame A image 32b, as shown in Figure 20(b). In other words, the presence or absence of a flame image indicates whether or not the second CZ high probability state is in effect, and the size of the flame image indicates (suggests) the number of games remaining for which the second CZ high probability state will continue.
[0359] Also, as shown in Figure 20(b), if a firewood image is displayed when there are five games remaining to continue, i.e., if there are unadded additional games, an extension effect will be executed accompanied by a video showing the firewood B image 31b, which has the smallest added game number among the displayed firewood images, being dropped into the small flame A image 32b.
[0360] Then, when the extension effect is executed, the flame image is changed from the small flame A image 32b to a medium-sized medium flame A image 32c, as shown in FIG. 20(c). In other words, since the Firewood B image 31b corresponds to 5 additional games, 5 games are added to the remaining number of continuing games (5 games), and the change to the Medium Flame A image 32c notifies the user that the remaining number of continuing games has been extended to 10 games. In this way, the flame image does not have the additional number of games added from the beginning, but the size of the flame image corresponds to the remaining number of games to continue before the additional number of games is added, and the image can be changed from a small flame image to a medium flame image, or from a small flame image to a large flame image, depending on the number of games added.
[0361] Although not shown in the figure, when the number of remaining games again becomes 5 as the game is played thereafter, an extension effect is again executed in which the firewood A image 31a, which corresponds to the additional 10 remaining games, is inserted into the small flame A image 32b, and at this time the flame image is changed from the small flame A image 32b to the large flame A image 32a. In addition, in order for the sub-controller 20 to perform the effect of changing the flame image, it is preferable to manage information regarding the duration of the second CZ high probability state separately as the number of continuing games before the addition, the number of added games for each addition lottery, and the number of continuing games after the addition. Furthermore, the order in which the firewood images are added to the flame image (the order in which they are added on top of each other) may be other than the above.
[0362] As described above, in the second embodiment, the display of the character C image 30c and the flame image notifies the player that the second CZ high probability state is in progress. Therefore, it is possible to ensure that the player is aware that the second CZ is in a high probability state, thereby increasing the player's sense of anticipation. In addition, the size of the flame image indicates the duration of the second CZ high probability state (the number of remaining continuing games). Therefore, the player can play with peace of mind while checking the duration of the second CZ high probability state.
[0363] Also, when the flame image becomes smaller, an extension effect is executed in which a firewood image corresponding to the extended period of the second CZ high probability state is displayed, thereby announcing that the second CZ high probability state has been extended by adding to the number of games. In other words, the sub-controller 20, which serves as a notification control means, is capable of executing effects relating to the extension of the specific first game state by using a first image (flame image) that can notify the duration of the specific first game state (second CZ high probability state) displayed on the display means (main display 8), and a second image (firewood image) that can notify the extension period of the specific first game state displayed on the display means. Therefore, it becomes possible for the player to recognize in a highly interesting manner that the second CZ high probability state has been extended, thereby making it possible to increase the interest of the game.
[0364] In addition, the presence of the firewood image provides advance notice that the high probability state of the second CZ will be extended. Therefore, if a firewood image is present, the player can safely play during the second CZ high probability state.
[0365] Next, with reference to FIG. 21, a description will be given of the effect image on the main display device 8 when the probability state A is changed in a game in which the probability state B is the second CZ high probability state.
[0366] As described above, in this second embodiment, the main control unit 10 controls (manages) probability state A and probability state B separately, resulting in a situation where probability state B is the second CZ high probability state and probability state A is the CZ low probability state, and a situation where probability state B is the second CZ high probability state and probability state A is the CZ high probability state. In addition, the sub-control device 20 is configured to execute various effects on the main display 8 to notify the state when the probability state A is changed in the second CZ high probability state.
[0367] First, Figure 21(a) shows the presentation image on the main display 8 during the normal game state when probability state A is a CZ high probability state and probability state B is also a second CZ high probability state, i.e., a CZ overlap high probability state (timings t3 to t5 in Figure 15), particularly at the beginning of the second CZ high probability state.
[0368] As shown in FIG. 21(a), during the normal gaming state, a normal gaming state image 30 is displayed in the main part of the screen of the main display 8 to notify that the game is in the normal gaming state, as described above. At this time, if the probability state B is the second CZ high probability state, the main character included in the normal game state image 30 will be displayed as a character C image 30c wearing red clothes. Also, in FIG. 20(a), since 10 games and 5 games are added thereafter, a firewood A image 31a and a firewood B image 31b are displayed.
[0369] In addition, a flame image will be displayed in the lower left corner of the screen of the main display 8, and when probability state A is a CZ high probability state (CZ overlap high probability state), this flame image will be displayed as a large flame B image 32d colored blue, as shown in the figure. In other words, when the current probability state A is a CZ low probability state, the color scheme of the flame image is such that a large flame A image 32a colored in orange is displayed, but when it is a CZ high probability state, a large flame B image 32d colored in blue is displayed.
[0370] This notifies that probability state A is a CZ high probability state, and that the transition lottery to the CZ state itself will be executed with a high probability, and further that probability state B is a second CZ high probability state, and that the transition lottery to the second CZ state will be executed with a high probability. Furthermore, even if the size of the flame image changes due to a decrease in the number of continuing games or an extension effect is executed, the color scheme of the flame image will be maintained, and for example, the large flame B image 32d will be changed to a medium flame B image (or a small flame B image) while maintaining the blue color scheme.
[0371] Next, Figure 21(b) shows a presentation image on the main display 8 during normal game play when probability state B is in the second CZ high probability state and probability state A transitions from the CZ high probability state to the CZ low probability state.
[0372] As shown in Figure 21(b), when probability state B is in the second CZ high probability state and probability state A transitions from the CZ high probability state to the CZ low probability state, the color scheme of the blue large flame B image 32d that had been displayed until then changes and the orange large flame A image 32a is displayed. This notifies the player that probability state B is a high probability state of the second CZ, and the transition lottery to the second CZ state will be executed with a high probability, but that probability state A is a low probability state of the CZ, and the transition lottery to the CZ state itself will be executed with a normal probability.
[0373] As described above, the sub-controller 20 displays the flame image and further turns the flame image blue, thereby informing the player that probability state B is the second CZ high probability state and that probability state A is the CZ high probability state. In other words, the sub-control device 20 is equipped with a duplicate notification control means that can notify that it is controlled to a specific first gaming state (second CZ high probability state) and also to a high probability first gaming state (CZ high probability state).
[0374] Therefore, the player can reliably recognize that probability state B is the second CZ high probability state and probability state A is the CZ high probability state, which makes it possible to greatly increase the player's sense of expectation. Furthermore, the appearance of the flame image indicates that probability state B is a second CZ high probability state, and the color scheme (blue) of the displayed flame image indicates that probability state A is a CZ high probability state, so the player can recognize at a glance that both probability states are high probability states, making it possible to provide more efficient and effective notifications.
[0375] In addition, by changing the color scheme of the flame image, a state change in probability state A is notified while the second CZ high probability state is still being notified. Therefore, the change in probability state A during the second CZ high probability state can be notified without any sense of incongruity, allowing the player to recognize both probability states while remaining focused on the game.
[0376] Although the color scheme of the flame image is used to indicate a change in the state of probability state A, the pattern or shape of the flame image may also be changed to indicate a change in the state of probability state A. In addition, various effects related to the CZ state may be executed by the sub-display 17, or may be executed by both the main display 8 and the sub-display 17.
[0377] Next, with reference to Figure 22, we will explain the control of various effect images according to probability state A and probability state B. As mentioned above, the sub-controller 20 notifies players regarding probability state A and probability state B by changing the image of the main character and the flame image in the normal game state image 30 on the main display 8 based on control information from the main controller 10.
[0378] In other words, in the second CZ low probability state, the sub-control device 20 notifies (suggests) the probability state A in the second CZ low probability state by selecting the color scheme of the main character's clothing with a predetermined probability according to the probability state A. On the other hand, in the second CZ high probability state, the color scheme of the flame image is selected with a predetermined probability according to the probability state A, thereby notifying the player of the probability state A in the second CZ high probability state.
[0379] Figure 22 shows the selection rate of each presentation image by the sub-controller 20, and indicates the probability of maintaining or changing the color scheme of the main character's clothing in a game during the second CZ low probability state, and the probability of maintaining or changing the color scheme of the flame image in a game during the second CZ high probability state.
[0380] First, Figures 22(a) and 22(b) show the probability of maintaining or changing the color scheme of the main character's clothing in a game during the second CZ low probability state.
[0381] As shown in Figure 22(a), in a game during the second CZ low probability state in the normal game state, when a character A image (for example, character A image 30a in Figure 19) in which the main character's clothing is blue is displayed, if the probability state A at that time is the CZ low probability state, it is decided with a 95% probability to maintain the character A image, and with a 5% probability to change to a character B image (for example, character B image 30b in Figure 19) in which the clothing is yellow. Similarly, if the current probability state A is a CZ high probability state, there is a 60% probability that the character A image will be maintained, and there is a 40% probability that the image will be changed to character B image.
[0382] Also, as shown in Figure 22(b), in a game during the second CZ low probability state in the normal game state, when the character B image is displayed and the probability state A at that time is the CZ low probability state, it is decided with a 30% probability that the character B image will be maintained, and with a 70% probability that it will be changed to the character A image. Similarly, if the current probability state A is a CZ high probability state, there is a 90% probability that it will be decided to maintain the character B image, and there is a 10% probability that it will be decided to change to the character A image.
[0383] The above probabilities determine whether the color scheme of the main character's clothing will be maintained or changed during a game in the second CZ low probability state, so if the color of the main character's clothing is blue, there is a higher chance that the probability state A at that time will be a CZ low probability state, and if the color of the main character's clothing is yellow, there is a higher chance that the probability state A at that time will be a CZ high probability state. In other words, during the second CZ low probability state, the color of the main character's clothing indicates whether probability state A is a CZ low probability state or a CZ high probability state.
[0384] Next, Figures 22(c) and 22(d) show the probability of maintaining or changing the color scheme of the flame image in a game during the second CZ high probability state.
[0385] As shown in Figure 22(c), in a game during the second CZ high probability state in the normal game state, when a flame A image (for example, large flame A image 32a in Figure 21) in which the color scheme of the flame image is orange is displayed, if the probability state A at that time is a CZ low probability state, it is decided with a 100% probability to maintain the flame A image, and with a 0% probability to change to a flame B image (for example, large flame B image 32d in Figure 21) in which the color scheme is blue. Similarly, if the probability state A at that time is a CZ high probability state, i.e., a CZ overlap high probability state, it is decided with a 0% probability to maintain the flame A image, and with a 100% probability to change to the flame B image.
[0386] Also, as shown in Figure 22(d), in a game during the second CZ high probability state in the normal game state, when the flame B image is displayed and the probability state A at that time is the CZ low probability state, it is decided with a probability of 0% to maintain the flame B image, and with a probability of 100% to change to the flame A image. Similarly, if the probability state A at that time is a CZ high probability state, i.e., a CZ overlap high probability state, it is decided with a 100% probability to maintain the flame B image, and with a 0% probability to change to the flame A image.
[0387] Based on the above probabilities, it is determined whether the color scheme of the flame image will be maintained or changed in a game during the second CZ high probability state in normal game play, so if the flame image is orange, it is determined that the probability state A at that time is a CZ low probability state, and if the flame image is blue, it is determined that the probability state A at that time is a CZ high probability state.
[0388] In other words, during the second CZ high probability state, the color scheme of the flame image will be selected with a different probability than the probability of selecting the color scheme of the main character's clothing during the second CZ low probability state, and as a result, the color scheme of the flame image will definitively indicate whether probability state A is a CZ low probability state or a CZ high probability state. Although not shown in the figure, during the second CZ high probability state, the main character's clothing will always (with a 100% probability) be changed to an image showing red (for example, character C image 30c in Figure 20).
[0389] As described above, the sub-control device 20 controls the display of the image of the main character and the flame image, so the color scheme of the main character's clothing (yellow) during the second CZ low probability state does not notify with 100% probability that probability state A is a CZ high probability state, but the color scheme of the flame image (blue) during the second CZ high probability state does not notify with 100% probability that probability state A is a CZ high probability state. As a result, during the second CZ low probability state, the color of the main character's clothing indicates whether probability state A is a CZ low probability state or a CZ high probability state, whereas during the second CZ high probability state, the color scheme of the flame image definitively indicates whether probability state A is a CZ low probability state or a CZ high probability state.
[0390] In other words, the sub-control device 20 is equipped with a state notification control means that can notify with different probabilities that it is controlled to a high probability first gaming state (CZ high probability state) depending on whether it is controlled to a specific first gaming state or not. Therefore, depending on the state of probability state B, the notification mode related to the state of probability state A changes in various ways, creating a more distinct notification mode, thereby making it possible to increase the interest of the game.
[0391] Furthermore, during the second CZ low probability state, it is indicated whether probability state A is a CZ low probability state or a CZ high probability state, allowing the player to enjoy playing while predicting the state of probability state A. On the other hand, during the second CZ high probability state, the player's sense of expectation increases, and by accurately notifying the state related to probability state A, it is possible to more effectively increase the player's sense of expectation. In particular, it is possible to significantly increase the player's sense of expectation during the CZ overlap high probability state. The probability of changing and maintaining the image of the main character and the flame image may be other than those described above as long as the above-mentioned tendency can be formed. As described above, various effects related to the CZ state are executed in the gaming machine of the second embodiment.
[0392] The above describes the slot machine 1 of the second embodiment. In the second embodiment, a state change related to probability state B is performed every time a predetermined number of games are executed, but the state change related to probability state B may also be performed based on the drawing of a predetermined role. In addition, the cycle of transitioning to the second CZ high probability state is set to repeat from the point of transition to the advantageous zone, but if the CZ state, pseudo bonus state, or AT state occurs, the repetition may start from the point of completion of each game state.
[0393] Furthermore, even if there are additional games in the second CZ high probability state, if the CZ state is won before the transition to the second CZ high probability state, the additional games may be carried over to the game after the CZ state ends, or may be cleared. Furthermore, if the pseudo-bonus state is won during the CZ state, a bonus may be awarded based on the remaining additional games. For example, a predetermined number of games may be added to the initial number of games in the pseudo-bonus state. In addition, if a pseudo bonus state is won during the second CZ state, a pseudo bonus state with a higher degree of advantage may be generated than if a pseudo bonus state is won during the first CZ state. The slot machine 1 of the second embodiment is configured as described above.
[0394] <Third embodiment> Next, a third embodiment of the gaming machine according to the present invention will be described with reference to FIGS.
[0395] In the gaming machine of the third embodiment (slot machine 1), only some of the controls related to the progress of the game and some of the presentation content are different from those of the gaming machine of the first embodiment described above, and the rest is the same as in the first embodiment. Therefore, in this third embodiment, only the points that are different from the first embodiment will be described, and the other points are the same as the first embodiment described above, so the description will be omitted.
[0396] [Freeze game in the gaming machine of the third embodiment] First, the freeze game in the slot machine 1 of the third embodiment will be described with reference to FIGS. In the slot machine 1 of the third embodiment, under the control of the main control device 10, a freeze game can be executed in a predetermined game. Freeze play is a game in which the progress of a specified game is temporarily prohibited (stopped) while it is being played, and is set up as a game in which the player cannot stop reel 4 or end the game itself by operating it. During the freeze play, it is possible to execute effects related to the lottery results of the winning combination or the lottery results of the special bonus (pseudo bonus state, AT state).
[0397] Therefore, if a freeze game is executed during game execution, even after the start lever 3 has been operated to start the game, even if the player operates the stop button 5, the stop control of the reel 4 is disabled, and the progress of the game during that time is prohibited.
[0398] In addition, the sub-controller 20 receives control information related to freeze play from the main controller 10 and controls the main display 8, sub-display 17, speaker 9, and lamp 11 to execute freeze effects corresponding to freeze play. In particular, in the third embodiment, details of which will be described later, when a freeze effect is executed on the main display 8, it is possible to execute an effect that notifies of a role different from the lottery result of the role at that time.
[0399] Furthermore, in the slot machine 1 of this third embodiment, as in the first embodiment described above, the sub-controller 20 is capable of executing a winning effect based on the result of the lottery for the winning role while the game is being played, and the winning role is announced by executing the winning effect. That is, the sub-controller 20 is provided with notification control means capable of executing control to execute a predetermined notification based on the lottery result of the lottery means (main controller 10).
[0400] First, various state transitions when a freeze game is executed in a predetermined game will be described with reference to FIG. FIG. 23 shows the state of accepting input from the stop button 5, the state of rotation of the reel 4, and the transition of the effects on the main display 8 when a freeze game is executed in a predetermined game. In the third embodiment, a freeze game is executed in some games when a rare combination is won.
[0401] As shown in FIG. 23, when the game is started (timing t10) by the player operating the start lever 3 (start operation), the reels 4 start to rotate (forward rotation). Furthermore, after a predetermined time (including the wait time) has elapsed since the start operation, the reel 4 that has started to rotate will transition to a steady rotation, but normally, at the point when the reel 4 transitions to a steady rotation, input of the stop button 5 is enabled, making it possible to stop the reel 4.
[0402] However, if the result of the lottery at the start of the game is, for example, a strong cherry role, and it is decided to execute a freeze game in the game, as shown in the figure, the input of the stop button 5 will not be enabled, the invalid state will continue, and the freeze game will be executed. Although details will be described later, the freeze game continues to be executed until a predetermined freeze time has elapsed, and the game shifts to the main game at the time the freeze time has elapsed (timing t11).
[0403] Therefore, from the time the game starts until the freeze time has elapsed (timing t10 to t11), a freeze game is executed in which the progress of the game through player operations is prohibited. That is, the main control device 10 as a game control means is provided with freeze game control means that can execute a freeze game in which the progress of a predetermined game is prohibited for a predetermined period of time while the predetermined game is being executed.
[0404] Furthermore, when a strong cherry role is won by playing the game, a winning effect may be executed as shown in the first embodiment. Normally, this winning effect would be an effect that notifies of a cherry role (or an effect that notifies of a strong cherry role) in response to the winning of a strong cherry role, but when a freeze game is executed, a freeze effect that notifies of a role other than the strong cherry role (fake notification) is executed on the main display 8 during the freeze game. Furthermore, when a freeze game is executed, the freeze effect is performed in the same way as when a normal winning effect is executed, except that the color of the light inside the stop button 5 does not change to the color (blue) indicating that it is active, and furthermore, during the freeze game, the rotation pattern of the reel 4 is the same as in a normal game.
[0405] Therefore, the player will recognize the freeze effect as a normal winning effect being executed, and will perform a stop operation aiming for the role that was falsely notified during the freeze game. However, since input to the stop button 5 is disabled during the freeze game, even if a stop operation is performed, reel 4 will not stop, and reel 4 will continue to spin.
[0406] In addition, Figure 23 shows a case where a watermelon role is announced as a role different from the strong cherry role, but as will be described in detail later, the announcement mode during the freeze performance will be selected from among multiple announcement modes under the control of the sub-control device 20. During the freeze game, a predetermined sound effect is output from the speaker 9, and the lamp 11 emits light in a predetermined manner.
[0407] Next, when the time elapsed since the start of the freeze game reaches the freeze time, the freeze game ends and the game transitions to the main game (normal game), and at that point (timing t11), input of the stop button 5 is enabled, making it possible to stop the reel 4. Also, when this game starts, the watermelon role notification (fake notification) that had been executed up until then ends, and a winning effect corresponding to the winning of a strong cherry role starts, and a winning effect that notifies of a cherry role (or a strong cherry role) is executed on the main display 8.
[0408] Therefore, the player can check the role that has been notified during the game and perform the stop operation aiming for the corresponding role, and when each stop button 5 is operated (timing t12), all reels 4 stop (the pattern combination corresponding to the strong cherry role stops) and the winning role is determined, and if all the appropriate stop operations to win the winning role are performed, the winning of the winning role (strong cherry role) is confirmed.
[0409] As described above, in the slot machine 1 of the third embodiment, when a freeze game is executed in a game in which a winning effect based on the result of a role lottery is executed, a fake notification is executed during the freeze game to notify of a role different from the winning role. In other words, the sub-controller 20 as an alarm control means is equipped with a specific alarm control means that, when executing an alarm corresponding to the lottery result in the lottery means (main controller 10) in a game, if a freeze game is executed, can execute a specific alarm (fake alarm) different from the lottery result in the lottery means during the execution of the freeze game.
[0410] Therefore, by performing freeze play and fake notifications during that time, it is possible to make the game more diverse and more interesting. Furthermore, a player who thinks that a normal game is being played can be made to realize that a freeze game is being played when the stop button 5 is operated, making it possible to play an exciting game that will surprise the player.
[0411] The main control device 10 is configured to execute a freeze game in a game in which a rare role is won, but the freeze game may be executed in all games in which a rare role is won, or may be executed with a predetermined probability (for example, 50%) in games in which a rare role is won. Furthermore, the rare combination that triggers the execution of the freeze game may be all or some of the weak watermelon combination, strong watermelon combination, chance combination, weak cherry combination, and strong cherry combination. In addition, freeze play may be performed in all or some of the games in which a rare role set as the winning trigger role for a special benefit (CZ state, pseudo bonus state, AT state) is won.
[0412] In addition, when a rare role is won, it may be possible to decide whether or not to perform freeze play depending on whether or not a bonus is awarded. For example, when a strong cherry role is won, if the player wins the lottery to transition to the pseudo bonus state, freeze play may be performed with a predetermined probability (for example, 60%), and if the player does not win the lottery to transition to the pseudo bonus state, freeze play may be performed with a lower probability (for example, 40%). In addition, the probability of executing the freeze game may be changed depending on the type of rare combination that has been won, or the freeze game may be executed for combinations other than rare combinations. The notification mode for the watermelon and cherry roles may be any mode that allows the player to recognize the winning role, and may be such that the notification can distinguish between a weak watermelon role (or a weak cherry role) and a strong watermelon role (or a strong cherry role).
[0413] Next, with reference to FIG. 24, the execution time of the freeze game will be described. First, in this third embodiment, as in the first embodiment described above, a lottery is held to transition to a pseudo-bonus state based on the winning of a strong cherry role, and if the transition lottery is won, the game state transitions to the pseudo-bonus state. That is, the main control device 10 is provided with a special game state occurrence determination means that can determine whether or not to generate a special game state (pseudo bonus state) that is advantageous to the player, based on the lottery result of the lottery means.
[0414] In a game in which a strong cherry role is won, in addition to the lottery for transitioning to the pseudo-bonus state, a lottery is also held to determine whether or not to execute a freeze game.If the result of this lottery is that a freeze game is executed, the progress of the game will be stopped for a predetermined period of time.However, in the main control device 10 of this third embodiment, the freeze time, which is the predetermined period during which this freeze game is executed, can be changed depending on the result of the lottery for transitioning to the pseudo-bonus state at that time. Therefore, when a freeze game is executed, the duration of the freeze game will change depending on the result of the lottery for transitioning to the pseudo bonus state at that time.
[0415] FIG. 24 shows the selection probability of the freeze time when it is decided to execute a freeze game in a game when a strong cherry combination is won. In this third embodiment, the freeze time can be set to either 5 seconds or 10 seconds, and the main control unit 10 selects the freeze time by drawing a predetermined random number when a strong cherry role is won.
[0416] As shown in Figure 24, if the strong cherry role is won but the transition lottery to the pseudo bonus state is not won, a lottery will be held to select the freeze time, with an 80% probability of the freeze time being set to 5 seconds and a 20% probability of the freeze time being set to 10 seconds. In addition, if the strong cherry role is won and the transition lottery to the pseudo bonus state is also won, a lottery will be held to select the freeze time, with a 50% probability that the freeze time will be set to 5 seconds and a 50% probability that the freeze time will be set to 10 seconds.
[0417] The freeze game continues for the freeze time determined by the above-mentioned selection lottery, during which the progress of the game is prohibited and the freeze effect is executed.
[0418] As described above, in the slot machine 1 of the third embodiment, the freeze time in the freeze game is set to 5 seconds or 10 seconds, and the freeze time is selected based on the result of the lottery for transition to the pseudo bonus state. In other words, the main control unit 10, which serves as a freeze game control means, selects the execution time of the freeze game from among a plurality of execution times, and enables the freeze game to be executed at the selected execution time, and enables the selection of the execution time of the freeze game to be executed based on the determination result of the special game state occurrence determination means (main control unit 10).
[0419] Therefore, it becomes possible to execute a plurality of freeze games with different freeze times, and it becomes possible to execute a more diverse and interesting freeze game. Furthermore, the execution time of the freeze game changes depending on whether the transition lottery to the pseudo-bonus state is successful or not, so it is possible to execute a highly entertaining game in which the player's expectations change depending on the execution time of the freeze game. Furthermore, if the player wins the lottery for transitioning to the pseudo-bonus state, the probability that a longer freeze time will be selected increases compared to when the player does not win. Therefore, if the freeze game continues for a long time, it is possible to increase the player's anticipation for the transition to the pseudo bonus state.
[0420] The freeze time may be other than the above, and three or more types of freeze time may be provided. In addition, freeze game is executed with a predetermined probability (for example, 50%) in games in which a strong cherry role is won, but it is also possible to execute freeze game in all games in which a strong cherry role is won.
[0421] In addition, when a strong cherry role is won, if the lottery for transitioning to the pseudo bonus state is not won, a freeze game is executed with a first probability (for example, 40%), and if the lottery for transitioning to the pseudo bonus state is won, a freeze game is executed with a second probability (for example, 60%) that is higher than the first probability.
[0422] In addition, a freeze game may be possible in a game in which a role other than a strong cherry role is won, for example, a freeze game may be possible in a game in which a strong watermelon role is won. Also, when a freeze game is performed in a game in which a strong watermelon role is won, the freeze time may be determined based on the results of the CZ state transition lottery held when a strong watermelon role is won, as described above.
[0423] Next, with reference to FIG. 25, a notification mode during freeze game will be described. As mentioned above, when a freeze game is executed in a specified game, a freeze effect is executed under the control of the sub-control device 20, and a fake notification different from the winning role at that time is made on the main display device 8. However, in this third embodiment, when this fake notification is executed, the manner of the fake notification can be changed depending on the freeze time at that time.
[0424] In other words, multiple notification modes are set for the fake notification, and when a freeze game is executed, the mode of the fake notification can be changed by selecting and executing one of the multiple notification modes depending on the freeze time at that time.
[0425] FIG. 25 shows the probability of executing a freeze game based on winning a strong cherry combination, and the probability of selecting a notification mode in a freeze game when the freeze time is determined. In this third embodiment, three types of notification modes are set during freeze play: "Watermelon role," "Chance role," and "Watermelon role → Chance role." The sub-control device 20 selects the notification mode by drawing a predetermined random number when determining the freeze time.
[0426] In the table, "Watermelon role" indicates the notification of a watermelon role, "Chance role" indicates the notification of a chance role, and "Watermelon role → Chance role" indicates a pattern in which the role notified during freeze play changes from a watermelon role to a chance role. That is, in this third embodiment, a notification mode is set in which a watermelon role is first notified during freeze play, and after a predetermined time (for example, 5 seconds) has elapsed, the notification target is changed to notify a chance role.
[0427] As shown in Figure 25, when the freeze time of the freeze game is 5 seconds, a selection lottery is held to determine the notification mode such that the "watermelon role" is determined with an 80% probability, the "chance role" is determined with a 20% probability, and the "watermelon role → chance role" is determined with a 0% probability. In addition, if the freeze time of the freeze game is 10 seconds, a selection lottery is held to determine the notification mode such that the "watermelon role" is determined with a 30% probability, the "chance role" is determined with a 60% probability, and the "watermelon role → chance role" is determined with a 10% probability. The freeze effect is executed according to the notification mode determined by the above-mentioned selection lottery.
[0428] As described above, in the slot machine 1 of this third embodiment, the notification modes for fake notifications during freeze play are "watermelon role," "chance role," or "watermelon role → chance role," and the notification mode is selected based on the results of the lottery for transitioning to the pseudo bonus state. In other words, the sub-controller 20, which serves as a specific notification control means, is capable of selecting any one of a plurality of notification modes to execute a specific notification (fake notification), and is capable of selecting the notification mode for the specific notification (fake notification) based on the determination result of the special game state occurrence determination means (main controller 10).
[0429] Therefore, the fake notification can be changed in various ways, making it possible to carry out a more diverse and interesting freeze game. In addition, the fake notification changes depending on whether the transition lottery to the pseudo bonus state is successful or not, making it possible to play a highly entertaining game in which the player's expectations change depending on the type of fake notification.
[0430] Also, when the freeze time is 10 seconds, the probability of selecting something other than the "watermelon role" ("chance role" or "watermelon role → chance role") is higher than when it is 5 seconds. As mentioned above, if the freeze time is 10 seconds, the probability of winning the lottery to transition to the pseudo-bonus state is higher than if it is 5 seconds, so if the probability of winning the lottery to transition to the pseudo-bonus state is high, the probability of selecting something other than the ``watermelon role'' increases. Therefore, when a role other than the "watermelon role" is selected, it is possible to increase the player's sense of anticipation for the transition to the pseudo-bonus state.
[0431] Furthermore, if the freeze time is 10 seconds, there is a possibility of selecting "watermelon role → chance role", which would not be selected if the freeze time was 5 seconds. That is, the sub-control device 20 as the specific notification control means can select a notification mode in which a predetermined notification mode is switched to a different notification mode as the notification mode in the specific notification (fake notification). Therefore, it is possible to implement highly entertaining effects such as the fake notification changing midway through, and when the "watermelon role → chance role" is selected, it is possible to further increase the player's anticipation for the transition to the pseudo-bonus state.
[0432] In addition, the fake notification can be anything that allows the player to recognize the target role, and can display an item image corresponding to each role, an image with a color scheme corresponding to each role, text information corresponding to each role, etc. Furthermore, although the selection of fake notifications is controlled based on the freeze time during freeze play, the selection of fake notifications may also be controlled based on whether or not a pseudo bonus state has been won. Furthermore, the selection probability of each fake notification may be other than the above.
[0433] In addition, the selection control of fake alerts is performed by the sub-controller 20, but the selection control may be performed by the main controller 10, and the fake alert may be performed by transmitting control information specifying the selection result to the sub-controller 20. As described above, the freeze game is executed in the gaming machine of the third embodiment.
[0434] [Effective image during freeze game in the gaming machine of the third embodiment] Next, with reference to FIG. 26, an effect image during a freeze game in the slot machine 1 of the third embodiment will be described. In the slot machine 1 of the third embodiment, the sub-controller 20 controls the slot machine 1 based on the control information received from the main controller 10, and thereby enables a freeze effect to be executed during a freeze game.
[0435] For example, a predetermined effect image is displayed on the main display device 8 to execute a freeze effect. The control information transmitted from the main control unit 10 includes at least information instructing the execution of a freeze game, information specifying the freeze time, and information specifying the winning role at that time, and may be any information that enables the sub-control unit 20 to execute a freeze effect.
[0436] Figure 26 shows the freeze effect when a strong cherry role is won and a freeze game is executed, and shows the effect image on the main display 8 when the freeze time is determined to be 5 seconds (see Figure 24) and the fake notification type is determined to be the ``watermelon role'' (see Figure 25). Therefore, if a fake notification mode other than the "watermelon role" is selected, a fake notification different from the one shown in the figure will be made.
[0437] First, as shown in Figure 26(a), when a game in which freeze play is executed is started, the progress of the game is prohibited and a freeze effect is started, and a fake notification image 40a consisting of text information "Aim for the watermelon!" corresponding to the watermelon role is displayed in the main part of the screen of the main display 8 as a fake notification. In other words, since the result of the lottery for the role in this game is a strong cherry role, in a normal game a winning effect is executed to notify the player that a strong cherry role (or cherry role) has been won, but when a freeze effect is executed, a fake notification is made corresponding to a watermelon role (weak watermelon role or strong watermelon role) that is different from the strong cherry role.
[0438] However, since the notification mode for the role during the fake notification is almost the same as the notification mode for the role during the winning effect when a watermelon role (weak watermelon role or strong watermelon role) is won in a normal game, it is difficult for the player to realize that a freeze effect is being performed at the start of the game, and so the player will perform the same operation to stop reel 4 aiming for the watermelon role as in a normal game. The only difference between the freeze game and the winning effect is that the stop button 5 emits an inactive notification light during the freeze game.
[0439] However, during this period, the game is prohibited from progressing and input of the stop button 5 is disabled, so even if an operation to stop reel 4 is performed in an attempt to get the watermelon role, reel 4 will not stop and will continue to spin. Therefore, when the reel 4 is stopped, the player will realize that a freeze game is being executed.
[0440] The period during which the fake notification is made can be any time from the start of the game until the freeze game is being executed, and the fake notification can be made from the time the start operation is performed until the freeze game ends (timing t10 to t11 in Figure 23), or from the time the wait time has elapsed (when reel 4 starts to rotate) until the freeze game ends. Furthermore, although a presentation image corresponding to a watermelon role is displayed as the fake notification image 40a, presentation images corresponding to a weak watermelon role and a strong watermelon role may be provided, and either one may be selectively displayed. Although not shown in the figures, during the freeze effect, in addition to the fake notification image 40a, a predetermined decorative image will be displayed.
[0441] Then, as shown in Figure 26(b), when the freeze time (5 seconds) in the freeze game has elapsed, the freeze effect (fake notification) ends with the end of the freeze game, and the winning effect is executed with the start of the main game, and notification of the winning role corresponding to the winning role in the game begins. In Figure 26(b), since the game has been won with a strong cherry role, a winning role notification image 40b consisting of text information corresponding to the strong cherry role, "Aim for the cherry!", is displayed in the main part of the screen of the main display 8 to notify the player of the winning role. Although the winning role notification image 40b is configured to display an effect image corresponding to the cherry role, effect images corresponding to the weak cherry role and the strong cherry role may be provided, and one of them may be selectively displayed depending on the winning role.
[0442] Also, when switching from freeze game to main game, as shown in the figure, the winning role notification image 40b starts to be displayed, and a video is displayed in which the fake notification image 40a that had been displayed until then is flipped off the screen, thereby notifying the end of freeze game.
[0443] Then, by transitioning to the main game, input of the stop button 5 is enabled, allowing the game to proceed, and the player who checks the winning role notification image 40b will recognize the winning role in that game and perform the stopping operation of the reel 4 aiming for the winning role.
[0444] Although not shown in the figure, if "Watermelon role → Chance role" is selected as the notification mode for the fake notification, after a predetermined time (5 seconds) has passed since the fake notification image 40a was displayed, it will be switched to a fake notification image corresponding to the chance role, and after another predetermined time (5 seconds) has passed, it will be switched to the winning role notification image 40b in the same manner as above. In this case, when the fake notification image 40a is switched to the fake notification image corresponding to the chance role, the same effect as when transitioning to the main game is performed, so when the fake notification image corresponding to the chance role is displayed, the player will again recognize that he has won the chance role in the game and will perform the operation to stop reel 4.
[0445] As described above, when a freeze game is executed in a specified game, a freeze effect is executed on the main display 8, and a fake notification (specific notification) that is different from the lottery result of the role in that game is executed. Therefore, when a game involving a transition in the game state is executed, an unexpected effect is executed, such as the announced role changing, thereby making it possible to increase the interest of the game.
[0446] Furthermore, during freeze play, the game is prohibited from progressing, so it is not possible to cancel the effects, etc., and it is possible to take sufficient time to execute the effects. Furthermore, a player performing a stop operation in the same way as in a normal game will become aware that a freeze game is being executed at that point when the stop operation is invalidated, making it possible to execute a novel and highly entertaining game that will give the player a certain degree of surprise.
[0447] Although the freeze effect is displayed on the main display 8, it may also be displayed on the sub-display 17. Also, during freeze play, when a fake notification is being made on the main display 8, an image of "Aim for the Cherry!" may be displayed on the sub-display 17, thereby executing a presentation (standby presentation) to notify in advance that there is a possibility that the notification mode will change. In this case, it is preferable to display an image similar to the above (fake display) on the sub-display 17 during part of a normal game that is not a freeze game, and in this way it is possible to increase the player's sense of anticipation even during a normal game. As described above, the effect image during freeze game in the gaming machine of the third embodiment is displayed.
[0448] [Modification 1 of the third embodiment] Next, a first modification of the third embodiment will be described with reference to FIG. In variant example 1 of this third embodiment, only a part of the freeze effects during freeze play differs from the slot machine 1 of the third embodiment described above, and the rest is the same as the slot machine 1 described above, so only the differences will be explained.
[0449] In the third embodiment described above, if a player operates the disabled stop button 5 during freeze play, the freeze effect (fake notification) is not changed. However, in variant example 1 of this third embodiment, the freeze effect (fake notification) is changed based on the operation of the stop button 5 during freeze play.
[0450] As mentioned above, Figure 27 shows the freeze effect that occurs when a strong cherry role is won and a freeze game is executed, and shows the effect image on the main display 8 when the freeze time is determined to be 5 seconds and the fake notification type is determined to be the ``watermelon role.'' Therefore, if a fake notification mode other than the "watermelon role" is selected, a fake notification different from the one shown in the figure will be made.
[0451] First, as shown in Figure 27(a), when a game in which freeze play is executed is started, as described above, the progress of the game is prohibited and the freeze effect is started, and a fake notification image 40a consisting of text information ``Aim for the watermelon!'' corresponding to the watermelon role is displayed in the main part of the screen of the main display 8 as a fake notification, and a role different from the winning role is notified.
[0452] Then, if the player operates the stop button 5 aiming for the watermelon role before a predetermined time (for example, 4 seconds) has elapsed since the start of the freeze game, the fake notification image 40a will be erased, and a conversion image 40c consisting of the text information "Convert!" will be displayed in its place in the main part of the screen of the main display 8, notifying in advance that the notification mode will be converted, as shown in Figure 27(b). In other words, the main control device 10 accepts input from the stop button 5, invalidates it for stopping the reels 4 but validates it for controlling the presentation, and transmits control information identifying that the input has been made to the sub-control device 20, thereby displaying the converted image 40c.
[0453] By displaying this conversion image 40c, the player who operates the stop button 5 will realize that the current state is freeze play at that time, and will realize that the fake notification image 40a that has been displayed until then will then be converted into an image notifying the winning role. This converted image 40c continues to be displayed until the freeze game ends.
[0454] Then, when the freeze game ends and the main game begins, as shown in Figure 27(c), the conversion image 40c is erased and a winning role notification image 40b consisting of text information ``Aim for the cherry!'' corresponding to the strong cherry role is displayed in the main part of the screen of the main display 8 to notify of a winning role.
[0455] On the other hand, when the fake notification image 40a is displayed, if the player operates the stop button 5 after a predetermined time (for example, 4 seconds) has elapsed since the start of the freeze game (start of the game), the conversion image 40c will not be displayed, and after the freeze time has elapsed, the image will be switched from the fake notification image 40a to the winning role notification image 40b (Figure 27(a) → (c)). From then on, the effects during the game will be carried out in the same manner as described above.
[0456] In other words, if the stop button 5 is operated within a predetermined time (e.g., 4 seconds) from the start of the freeze game (start of the game), the conversion image 40c will be displayed, but if the stop button 5 is operated during the period (1 second) from the predetermined time (e.g., 4 seconds) to the freeze time (e.g., 5 seconds) has elapsed, the conversion image 40c will not be displayed.
[0457] This is to prevent the execution of such an effect that is difficult for the player to see, because if the stop button 5 is operated just before the end of a freeze game and the conversion image 40c is displayed, the conversion image 40c will be displayed for just a moment and then immediately switched to the winning role notification image 40b. Therefore, even if the stop button 5 is operated during the period (1 second) from when a predetermined time (e.g., 4 seconds) has elapsed until the freeze time (e.g., 5 seconds) is reached, the conversion image 40c will not be displayed, and the fake notification image 40a will remain displayed, and when the freeze time has elapsed thereafter, the winning role notification image 40b will automatically be switched to and displayed.
[0458] As described above, in variant example 1 of the third embodiment, when the player operates the stop button 5 during freeze play, the fake notification is terminated and a conversion image 40c is displayed to notify in advance that the notification mode will be changed. That is, the sub-control device 20 as the specific notification control means makes it possible to end the specific notification (fake notification) based on the operation of the operation means (stop button 5).
[0459] Therefore, a player who is unaware that freeze play is in progress will realize that freeze play is in progress when he operates the stop button 5, making it possible to realize an unexpected game. Furthermore, when the stop button 5 is operated, a conversion image 40c is displayed to notify in advance that the notification mode will be changed, making it possible to more clearly recognize that the image that had been displayed up until then was not the image that notified the actual winning combination, and making it possible for a player who feels something is wrong because reel 4 has not stopped to reliably recognize that the state at that time is freeze play.
[0460] Furthermore, even if the player does not operate the stop button 5 during freeze play, the image will automatically switch to the winning role notification image 40b when the freeze play ends, so even if the player does not operate the stop button 5, it is possible to end the fake notification and notify the winning role without any problems.
[0461] Furthermore, if the player operates the stop button 5 after a predetermined time (for example, 4 seconds) has elapsed since the start of the freeze game (start of the game), the conversion image 40c will not be displayed, and the fake notification image 40a will remain displayed. In other words, the sub-control device 20, which serves as a specific notification control means, can prohibit the end of the specific notification (fake notification) if the operation means (stop button 5) is operated when a predetermined time has passed since the start of the game.
[0462] Therefore, it is possible to prevent an effect that is difficult for the player to see, such as when the stop button 5 is operated just before the end of a freeze game, causing the conversion image 40c to be displayed for just a moment and then immediately switched to the winning role announcement image 40b.
[0463] Although not shown in the figures, if the notification mode is changed during freeze play (when "Watermelon role → Chance role" in Figure 25 is selected), the image notifying the watermelon role is changed to an image notifying the chance role when the player first operates the stop button 5 during freeze play, and the image notifying the chance role is changed to the conversion image 40c when the player next operates the stop button 5. As described above, the slot machine 1 according to the first modified example of the third embodiment is realized.
[0464] [Modification 2 of the third embodiment] Next, a second modification of the third embodiment will be described with reference to FIG. In variant example 2 of this third embodiment, only a part of the freeze effects during freeze play differs from the slot machine 1 of the third embodiment described above, and the rest is the same as the slot machine 1 described above, so only the differences will be explained.
[0465] In the third embodiment described above, the notification mode was automatically switched during the freeze effect during freeze play, but in variant example 2 of this third embodiment, the notification mode is switched based on the player's operation by executing a button effect during the freeze effect.
[0466] The button presentation as an operation presentation is executed in the same manner as in the first embodiment described above, and first, an operation image consisting of an image imitating an operation button that prompts the operation of the presentation button 2d (or upper presentation button 2f) as a presentation operation means, or text information instructing the operation (e.g., "PUSH"), is displayed on the main display 8 (or sub-display 17), and then, when the instructed presentation button 2d (or upper presentation button 2f) is operated, a predetermined image is displayed on the main display 8 (or sub-display 17). In other words, the various effect images during the freeze effect are not displayed in response to the passage of time, but rather in response to an operation by the player.
[0467] As mentioned above, Figure 28 shows the freeze effect when a strong cherry role is won and a freeze game is executed, and shows the effect image on the main display 8 when the freeze time is determined to be 5 seconds and the fake notification type is determined to be the ``watermelon role.'' Therefore, if a fake notification mode other than the "watermelon role" is selected, a fake notification different from the one shown in the figure will be made.
[0468] First, as shown in Figure 28(a), when a game in which freeze play is executed is started, the progress of the game is prohibited and an operation image 40d imitating the effect button 2d, including the text information "PUSH" instructing the operation, is displayed in the main part of the screen of the main display 8, and the button effect is executed. By displaying this operation image 40d, the effect button 2d is enabled (the internal LED lights up in a color indicating an enabled state), and the player is prompted to operate the effect button 2d.
[0469] Then, when the player operates the effect button 2d, as shown in Figure 28(b), the operation image 40d is erased, and instead a fake notification image 40a consisting of text information "Aim for the watermelon!" corresponding to the watermelon role is displayed in the main part of the screen of the main display 8 as a fake notification, and a role different from the winning role is notified.
[0470] Then, when the freeze time in the freeze game has elapsed, as shown in Figure 27(c), the fake notification image 40a is erased, and the operation image 40d is displayed again in the main part of the screen of the main display 8, and the second button effect is executed.
[0471] Then, when the player operates the effect button 2d again, as shown in Figure 28(d), the conversion image 40c is erased and a winning role notification image 40b consisting of text information "Aim for the Cherry!" corresponding to the strong cherry role is displayed in the main part of the screen of the main display 8 to notify of a winning role. From then on, the effects during the game will be carried out in the same manner as described above.
[0472] Furthermore, if the player does not operate the effect button 2d when the first button effect is executed, the fake notification image 40a and the winning role notification image 40b will not be displayed until the end of the game, and if the effect button 2d is operated when the first button effect is executed and the player does not operate the effect button 2d when the second button effect is executed, the fake notification image 40a will remain displayed and the winning role notification image 40b will not be displayed until the end of the game.
[0473] As described above, in the second modification of the third embodiment, the button effect is executed during a freeze game, and the fake notification image 40a is displayed when the player operates the effect button 2d. That is, the sub-control device 20 as the specific notification control means makes it possible to start a specific notification (fake notification) based on the operation of the performance operation means (for example, the performance button 2d). Therefore, the fake notification is executed by the player's own operation, which makes it possible to increase the interest of the freeze effect.
[0474] Furthermore, the button effect is executed twice during the freeze game, and when the player operates the effect button 2d the second time, the winning combination notification image 40b is displayed. Therefore, the player has the opportunity to operate the effect button 2d multiple times, and various effect images change depending on the player's own operation, which makes it possible to further increase the interest of the freeze effect.
[0475] Although not shown in the figures, if the notification mode changes during freeze play (when "Watermelon role → Chance role" in Figure 25 is selected), a button effect is executed at the start of freeze play, and when the player first operates the effect button 2d, an image notifying the watermelon role is displayed, and then, after a predetermined time (5 seconds) has passed, a second button effect is executed, and when the player operates the effect button 2d for the second time, an image notifying the chance role is displayed, and after another predetermined time (5 seconds) has passed, a third button effect is executed, and when the player operates the effect button 2d for the third time, the winning role notification image 40b is displayed. Also, during the freeze effect, a button effect may be executed that targets the operation of the upper effect button 2f. As described above, the slot machine 1 according to the second modification of the third embodiment is realized.
[0476] [Modification 3 of the third embodiment] Next, a third modification of the third embodiment will be described with reference to FIGS. In variant example 3 of this third embodiment, the control of the reels during freeze play differs from that of the slot machine 1 of the third embodiment described above, but otherwise is the same as the slot machine 1 described above, so only the differences will be explained.
[0477] In the slot machine 1 of the third embodiment described above, when a freeze game is executed, even if the stop button 5 is operated, the reel 4 does not stop but continues to rotate. However, in variant example 3 of the third embodiment, it is possible to execute a pseudo game in which the reel 4 can be pseudo-stopped during the freeze game.
[0478] A pseudo game refers to an execution mode during a game in which multiple game results (pseudo game results) are derived in a single game, and the main control device 10 is capable of executing a pseudo game in a specified game. Specifically, in a normal game, the main control device 10 rotates the reel 4 by operating the start lever 3, and stops the rotating reel 4 by operating the stop button 5, thereby deriving the result of one game. However, in a game in which a simulated game is executed, the main control device 10 simulates the reel 4 to stop before the final game result is derived, just like in a normal game, thereby deriving a simulated game result (pseudo game result) even during the game. In other words, when a simulated game is executed, multiple game results (including simulated game results) are derived by consuming the medals (betting input) required to execute one game.
[0479] The pseudo games are classified into operational pseudo games that require player operation and notification pseudo games that do not require player operation. As mentioned above, the notification pseudo game is a pseudo game that is executed, for example, during the first game of the pseudo bonus state, in which reel 4 automatically comes to a pseudo-stop, and is a pseudo game that notifies the start of the pseudo bonus state, etc.
[0480] On the other hand, the pseudo game is executed by first operating the start lever 3 to spin the reels 4, and then operating the stop button 5 during the game to pseudo-stop (temporarily stop) the spinning reels 4 and derive a pseudo game result. After the pseudo game result has been derived, operating the start lever 3 again to spin the reels 4 again, and the real game is executed in the same way as a normal game.
[0481] In addition, in the simulated operation game, it is possible to derive multiple simulated game results by causing the reel 4 to stop simulated for each of multiple operations by the player during the game. After the simulated game is completed, the player operates the final stop button 5 to stop the spinning reels 4 (main stop), just like in a normal game, to determine the final game result.
[0482] Therefore, one game is considered to be the period from the initial operation of the start lever 3 to the actual stop of the reel 4, and by performing pseudo-stops of the reel 4 during that time, multiple game results can be derived in one game (setting the number of bets for one game). However, even if a symbol combination corresponding to a winning combination stops as a result of the pseudo-play operation (a pseudo-winning combination), medals will not be paid out as in a normal game.
[0483] In variant example 3 of the third embodiment, pseudo-operation game can be executed during freeze game, and reel 4 can be pseudo-stopped once or twice based on the player's operation of s...
Claims
1. A gaming machine that executes a game based on a player's operation and can generate a special game state that is advantageous to the player in connection with the execution of the game, a lottery means for executing a lottery for awarding a benefit based on execution of the game; a special game state right granting means for granting a special right for generating the special game state based on the lottery result of the lottery means; a game result deriving means for deriving a special result as a result of the game when a special operation is performed by a player in a game in which the lottery result of the lottery means is a first lottery result; a notification control means for notifying special operation information for deriving the special result when the special right is granted by the special game state right granting means in a game in which the lottery result of the lottery means is the first lottery result; a special game state control means for controlling a game state to the special game state based on the special result derived by the game result derivation means; Equipped with the special game state right granting means grants the special right based on the fact that the lottery result of the lottery means is a second lottery result different from the first lottery result; When the special right is granted by the special game state right granting means based on the derivation of the second lottery result, the notification control means can wait to notify the special operation information until the lottery result of the lottery means becomes the first lottery result. A gaming machine characterized by:
2. A specific game state control means is provided for controlling the game state to a specific game state in which the probability of the special right being granted by the special game state right granting means is increased based on the establishment of a predetermined condition.
2. The gaming machine according to claim 1 .
3. and a performance control means for executing a premonition performance based on the result of the lottery by the lottery means becoming the second result of the lottery.
3. The gaming machine according to claim 1 or 2.
4. and a special game state right granting means for granting the special right based on the second lottery result to a subsequent game.
4. The gaming machine according to claim 1, wherein the first and second axes are arranged in a direction perpendicular to the axis of rotation of the gaming machine.
5. a main control device capable of controlling the progress of a game; A sub-controller capable of executing control related to performance based on control information from the main control unit; Equipped with The notification control means The sub-controller is provided with: In a game in which the lottery result of the lottery means is the first lottery result, when the special right is granted by the special game state right granting means, the special operation information is made available to be notified based on the reception of special control information from the main control device; When the special right is granted by the special game state right granting means based on the derivation of the second lottery result, the special operation information can be notified without receiving the special control information from the main control device.
5. The gaming machine according to claim 1, wherein the number of the players is 1 or 2.
6. The notification control means The special operation information can be notified with a predetermined probability in a game in which the lottery result of the lottery means is not the first lottery result, The predetermined probability is changed based on the operation of the player.
6. The gaming machine according to claim 5,
Citation Information
Patent Citations
Slot machine
JP2012250129A