Gaming machine
The gaming machine enhances player advantage and engagement by incorporating a gaming state control mechanism and effect execution for dynamic gaming experiences.
Patent Information
- Application Number
- JP2025189074
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-10
- Publication Date
- 2026-01-23
AI Technical Summary
Conventional gaming machines lack features that enhance player advantage and provide dynamic gaming experiences.
A gaming machine configuration with a gaming state control mechanism, management of variable values, and effect execution for additional benefits, allowing for different gaming states and effects based on value fluctuations.
Enhances player advantage and provides dynamic gaming experiences through varied gaming states and effects, improving engagement and enjoyment.
Smart Images

Figure 2026012447000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine installed in an amusement parlor or the like. [Background technology]
[0002] BACKGROUND ART Conventionally, there have been gaming machines installed in amusement parlors and the like. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-013604 [Patent Document 2] Japanese Patent Application Publication No. 2019-155063 [Patent Document 3] Japanese Patent Application Publication No. 2020-062492 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 problem, one form of the present invention is a gaming machine configuration comprising: a gaming state control means capable of controlling to a specific gaming state that is more advantageous to the player than a single gaming state; a management means for managing a variable value that can fluctuate as the game progresses in the specific gaming state; a determination means for determining an additional value to be added to the variable value managed by the management means; and an effect execution means for executing an additional effect when the additional value is determined by the determination means, wherein the gaming state control means is capable of ending the specific gaming state when the variable value managed by the management means reaches an end value, and the effect execution means is capable of executing a first additional effect as the additional effect when the sum of the variable value managed by the management means and the additional value determined by the determination means does not reach a special value, and is capable of executing a second additional effect as the additional effect when the sum of the variable value managed by the management means and the additional value determined by the determination means reaches the special value. [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 schematic perspective view showing the internal configuration of a gaming machine according to a first embodiment. [Figure 3] 1 is a block diagram showing the control configuration of the gaming machine of the first embodiment. [Figure 4] 1 is a diagram showing the arrangement of reel symbols in the first embodiment. [Figure 5A] This is a chart showing the combinations of symbols and payouts for the push order bell role in the first embodiment. [Figure 5B] This is a chart showing the combinations of symbols and payouts for the push order bell role in the first embodiment. [Figure 6] This is a table showing the combinations and payouts of symbols other than the push order bell role in the first embodiment. [Figure 7] This is a chart showing the relationship between the push order and payout for the push order bell role in the first embodiment. [Figure 8] 10 is a diagram showing an internal lottery table according to the first embodiment. [Figure 9]FIG. 10 is a state transition diagram of the RT state in the first embodiment. [Figure 10] FIG. 2 is a state transition diagram of the game state in the first embodiment. [Figure 11] FIG. 2 is a state transition diagram of the game state in the first embodiment. [Figure 12] FIG. 4 is a state transition diagram of the CZ stage of the first embodiment. [Figure 13] FIG. 10 is a state transition diagram of the pseudo bonus A in the first embodiment. [Figure 14] 10 is a diagram showing a pseudo setting value lottery table according to the first embodiment. [Figure 15] 10 is a diagram showing a game state transition lottery table of the first embodiment. [Figure 16] 10 is a diagram showing a period number lottery table according to the first embodiment. [Figure 17] 10 is a diagram showing a winning period lottery table in the first embodiment. [Figure 18] 10 is a diagram showing a periodic pattern lottery table according to the first embodiment. [Figure 19] 10 is a diagram showing a periodic game number lottery table according to the first embodiment. [Figure 20] This is a diagram showing the AT state lottery table (normal) of the first embodiment. [Figure 21] This is a diagram showing the AT type lottery table (normal award) of the first embodiment. [Figure 22] 10 is a diagram showing a CZ stage lottery table of the first embodiment. [Figure 23] 10 is a diagram showing a CZ mode lottery table of the first embodiment. [Figure 24] 10 is a diagram showing the AT type lottery table (granted after the end of period C) of the first embodiment. [Figure 25] This is a diagram showing the AT state lottery table (CZ1-CZ4) of the first embodiment. [Figure 26] 10 is a diagram showing the AT type lottery table (CZ) of the first embodiment. [Figure 27] 10 is a diagram showing a navigation notification count addition lottery table according to the first embodiment. [Figure 28] 10 is a diagram showing a lottery table according to the first embodiment. [Figure 29] 10 is a diagram showing a special preparation stage lottery table according to the first embodiment. [Figure 30] This is a diagram showing the AT type lottery table (CZ5) of the first embodiment. [Figure 31] 10 is a diagram showing a stock lottery table according to the first embodiment. [Figure 32] This is a diagram showing the AT stage lottery table (low probability, high probability, ultra high probability) of the first embodiment. [Figure 33] 10 is a diagram showing a super-high probability lottery table and a high probability lottery table of the first embodiment. [Figure 34] 10 is a diagram showing a stage promotion lottery table in the first embodiment. [Figure 35] 10 is a diagram showing an ally character lottery table in the first embodiment. [Figure 36] 10 is a diagram showing an enemy character lottery table according to the first embodiment. [Figure 37] 10 is a diagram showing a zero combo lottery table according to the first embodiment. [Figure 38] 10 is a diagram showing a chance stock lottery table (normal AT stage) of the first embodiment. [Figure 39] 10 is a diagram showing a highly probable game number lottery table of the first embodiment. [Figure 40] 10 is a diagram showing a set stock lottery table (pseudo bonus B2) of the first embodiment. [Figure 41] 10 is a diagram showing a set stock lottery table (pseudo bonus B1) of the first embodiment. [Figure 42] 10 is a diagram showing a battle breakthrough lottery table according to the first embodiment. [Figure 43] 10 is a diagram showing a privilege lottery table (normal AT) of the first embodiment. [Figure 44] 10 is a diagram showing a privilege lottery table (episode AT) according to the first embodiment. [Figure 45]10 is a diagram showing a set stock lottery table according to the first embodiment. [Figure 46] 10 is a diagram showing a loop stock lottery table according to the first embodiment. [Figure 47] 10 is a diagram showing an ending C lottery table in the first embodiment. [Figure 48] 10 is a diagram showing a loop stock notification lottery table of the first embodiment. [Figure 49] 10 is a diagram showing a chance stock lottery table according to the first embodiment. [Figure 50] 10 is a flowchart showing the non-advantageous state control processing of the first embodiment. [Figure 51] 4 is a flowchart showing a cycle A control process according to the first embodiment. [Figure 52] 4 is a flowchart showing a cycle B control process according to the first embodiment. [Figure 53] 4 is a flowchart showing a cycle C control process according to the first embodiment. [Figure 54] 5 is a flowchart showing the CZ1 to CZ4 control processes of the first embodiment. [Figure 55] 4 is a flowchart showing a CZ5 control process according to the first embodiment. [Figure 56] 10 is a flowchart showing a pseudo bonus A1 control process according to the first embodiment. [Figure 57] 10 is a flowchart showing a pseudo bonus A1 control process according to the first embodiment. [Figure 58] 10 is a flowchart showing a pseudo bonus A2 to A7 control process of the first embodiment. [Figure 59] 5 is a flowchart showing a preparation stage control process according to the first embodiment. [Figure 60] 4 is a flowchart showing a normal AT stage control process in the first embodiment. [Figure 61] 10 is a flowchart showing a pseudo bonus B control process in the first embodiment. [Figure 62] 10 is a flowchart showing a battle preparation stage control process according to the first embodiment. [Figure 63] 10 is a flowchart showing a battle stage control process according to the first embodiment. [Figure 64] 10 is a flowchart showing an end waiting stage control process according to the first embodiment. [Figure 65] 10 is a flowchart showing a specialized stage control process according to the first embodiment. [Figure 66] 10 is a flowchart showing a special AT stage control process according to the first embodiment. [Figure 67] A flowchart showing the special AT stage performance control processing of the first embodiment. [Figure 68] 4 is a flowchart showing an ending control process according to the first embodiment. [Figure 69] FIG. 2 is a diagram for explaining state transitions during a normal stage in the first embodiment. [Figure 70] A diagram to explain an example of a performance during the CZ stage in the first embodiment. [Figure 71] 10A to 10C are diagrams for explaining examples of effects during the preparation stage or the battle preparation stage in the first embodiment. [Figure 72] A diagram to explain an example of a zero combo effect during the normal AT stage in the first embodiment. [Figure 73] 73 is a diagram for explaining state transitions during the battle stage in the first embodiment. Fig. 73 is a diagram for explaining the arrangement of symbols on the reels 241 (241a to 241c) in the second embodiment. [Figure 74] FIG. 10 is a transition diagram illustrating the flow of the game state in the second embodiment. [Figure 75] FIG. 10 is a transition diagram illustrating the flow of the game state in the second embodiment. [Figure 76] 10A and 10B are diagrams showing an internal lottery table 211a and a pseudo bonus type lottery table 211b according to the second embodiment. [Figure 77] FIG. 10 is a diagram showing a common 1-piece combination-stop operation table 211c of the second embodiment. [Figure 78]10 is a diagram showing various tables 212a to 212c to be referred to during a stay in the pseudo booth A1 in the second embodiment. FIG. [Figure 79] 10A to 10C are tables to be referred to while staying in the pseudo-boat A1 in the second embodiment, and show the provocative effect execution lottery tables 215a to 215c and the AT lottery table 212d. [Figure 80] 10A and 10B are diagrams showing various tables 213a and 213b to be referred to during stay in the AT stage in the second embodiment. [Figure 81] This is a figure explaining the display of the display 8 and the stopping state of the reel 241 in a game in which the common 1-piece role 2 is won while staying in the AT part of the second embodiment. [Figure 82] 10A and 10B are diagrams illustrating the promotional effects of the second embodiment. [Figure 83] FIG. 10 is a diagram showing an ally character determination screen 251 in the second embodiment. [Figure 84] A figure explaining the display of the number of added games when MS returns in the second embodiment. [Figure 85] FIG. 10 is a diagram illustrating the rewind effect when the MS returns to the second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0007] A preferred embodiment of a gaming machine according to the present invention will be described with reference to the drawings. (First embodiment) First, the overall configuration of the slot machine 1 will be described. The slot machine 1 is an embodiment of a gaming machine according to the present invention, and is installed in an amusement center or the like. As shown in Figures 1 to 3, the slot machine 1 includes a front door 1a, a cabinet 1b, a medal insertion slot 2, a bet button 2a, a medal selector 2b, a performance button 2c, a cross key button 2d, a start lever 3, a drum unit 4, a reel 41, a stop button 5, a display window 6, a medal payout device 7, a hopper 7a, a medal payout outlet 7b, a display 8, a speaker 9, a lamp 11, a navigation lamp 12, a favorable zone lamp 13, a power supply unit 14, a probability setting device 15, an external output terminal 16, a main control unit 10, a sub-control unit 20, etc.
[0008] The main control unit 10 and the sub-control unit 20 are each equipped with 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 is equipped with 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 is equipped with a CPU, etc. Each control unit realizes various functions of the embodiment by appropriately reading and executing various programs, etc. stored in the respective memory unit.
[0009] The slot machine 1, like a normal slot machine, has a housing 1b with an opening on the front, and a front door 1a that can open and close and cover the opening. A display window 6 is formed in the center of the front door 1a, through which the rear can be seen, and the symbols displayed on the reels 41 can be seen through this display window 6. In addition, below the display window 6, a step is formed that protrudes forward, and the upper surface of this step is equipped with a medal insertion slot 2 for inserting medals, a bet button 2a that the player presses to set the number of bets when starting the game, an effect button 2c that the player operates to change the effects displayed on the display 8, and a cross key button 2d that the player can operate to select or cancel display items on the display 8. In addition, on the front surface of the stepped portion, there are provided a start lever 3 which the player operates when starting a game, and a stop button 5 which the player presses to stop the reels 41.
[0010] Above the display window 6, navigation lamps 12 (navigation lamps 12a, 12b, 12c) capable of informing the player of the operation order of the stop buttons 5 are arranged in correspondence with the reels 41a, 41b, 41c. Below the display window 6, for example, a favorable zone lamp 13 made up of an LED is disposed. 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.
[0011] A display 8 that functions as a notification means and an information display means is provided on the upper part of the front door 1a. The display 8 is configured, for example, by a liquid crystal display, and displays various effects using images, various information in the game, and the like. 1, one display 8 is provided, but multiple displays may be provided. For example, two displays (a main display and a sub-display) may be provided and arranged side by side, so that the main display and the sub-display function as a single display unit. The sub-display may also be disposed closer to the reels 41 than the main display, so that the displayed image can be easily viewed while watching the reels 41 spin and stop. Moreover, the display may be provided on a lower panel display, which is a large display unit disposed below the slot machine 1.
[0012] Above the display 8, there is a speaker 9 that acts as an alarm means and produces sound effects and notifications, and a lamp 11 that produces light when each winning combination is achieved and produces light effects and notifications corresponding to the effects displayed on the display 8. Further, a medal payout opening 7b through which medals are paid out is provided at the bottom of the front door 1a.
[0013] The top of the cabinet 1b is equipped with a main control unit 10 that controls the overall game, and the top of the front door 1a is equipped with a sub-control unit 20 that controls the game presentation and other aspects under the control of the main control unit 10. Furthermore, the center of the housing 1b is provided with a drum unit 4 that rotates and drives the reel 41. The drum unit 4 is provided with reels 41a, 41b, and 41c that are arranged side by side in the horizontal direction, and these reels 41a to 41c are configured to be rotatable by the drive of a stepping motor (not shown).
[0014] Reels 41a to 41c are an example of an identification information display means, and the circumferential surface of reels 41a to 41c displays multiple (e.g., 20) symbols that serve as identification information, such as "Replay 1," "Replay 2," "Bell," "BAR," "Red 7," "White 7," and "BAR." The configuration of the reels 41a to 41c is not limited to this, and for example, the number of symbols on the periphery may be other than 20. Also, although FIG. 4 shows symbols that identify each symbol, the actual reel 41 has a predetermined design corresponding to each role. In addition, the bottom of the cabinet 1b is equipped with a medal payout device 7 that pays out medals and a hopper 7a that stores medals, and the medals paid out from the medal payout device 7 are paid out to the player through a medal payout outlet 7b.
[0015] A power supply unit 14 is provided at the bottom of the housing 1b. The power supply unit 14 is a device for supplying power to each device including the main control unit 10 and the sub-control unit 20, and monitors the voltage or frequency of the power source input from outside the slot machine 1, and when the voltage or frequency drops below a predetermined value, outputs a power cut-off signal to the main control unit 10 and the sub-control unit 20 indicating that the power supply to the slot machine 1 has been stopped. Furthermore, when the power supply device 14 detects that the supply of power indicates a voltage or frequency exceeding a predetermined value due to power restoration, it outputs a power restoration signal to the main control unit 10 and the sub-control unit 20 indicating that power supply to the slot machine 1 has begun.
[0016] Fig. 3 shows the configuration of the control system of the slot machine 1. Note that the same or corresponding components as those explained in Figs. 1 and 2 are given the same reference numerals. The main control unit 10 performs the lottery for winning combinations and the progress of the game, and the sub-control unit 20 performs various performance controls based on the control information from the main control unit 10. The transmission of control information between the main control unit 10 and the sub-control unit 20 is limited to one direction only, from the main control unit 10 to the sub-control unit 20, to prevent input of unauthorized signals from the sub-control unit 20 to the main control unit 10. The main control unit 10 is connected to the bet button 2a, medal selector 2b, start lever 3, stop button 5, drum unit 4, medal payout device 7, advantageous zone lamp 13, probability setting device 15 (setting means), external output terminal 16 and sub-control unit 20 via communication cables, and is able to control each device.
[0017] The probability setting device 15 can change the probability of a bonus being awarded in multiple stages (for example, six stages), thereby changing the degree of advantage for the player in multiple stages.The main control unit 10 stores one of the setting values in the memory unit based on the probability setting operation in the probability setting device 15, and controls the probability of a bonus being awarded based on the stored setting value. The setting values set by the probability setting device 15 are: setting 1 has the lowest probability value, the larger the number, the higher the probability value, and setting 6 has the highest probability value. Therefore, setting 1 is the setting that is most disadvantageous to the player, and the larger the number, the more advantageous it is to the player, with setting 6 being the setting that is most advantageous to the player.
[0018] In addition, by using the setting values in the probability setting device 15, the degree of advantage to the player may be changed in multiple stages by directly or indirectly changing the transition probability of all or any one of the pseudo bonus, CZ stage, and AT stage described below, as a gaming state that is advantageous to the player. In addition to the game state, the probability of winning a predetermined small winning combination (for example, a bell winning combination) may be made variable in multiple stages (for example, six stages). Furthermore, although the setting value can be set in six stages, it is not limited to this, and may be set in four stages (setting values 1, 2, 5, 6) or three stages (setting 1, setting 3, setting 6), or may be set to a fixed probability value.
[0019] The external output terminal 16 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 establishment, and outputs information for collecting 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 (for example, an AT stage) occurs, and the transition period, under the control of the main control unit 10.
[0020] The main control unit 10 performs processes such as starting a game based on a signal from the start lever 3 and sampling random numbers from a random number generator (not shown).The main control unit 10 then performs internal lottery processing based on the sampled random number values.The main control unit 10 also realizes various functions of the embodiment by appropriately reading and executing control programs and the like stored in the memory unit. That is, the main control unit 10 includes a lottery means for drawing (determining) whether or not to grant a special benefit such as a small winning combination or a right to transition to a gaming state in response to the execution of a game. In addition, the lottery pattern using random numbers may be other than the patterns described above, and the winning combination may be selected based on random numbers generated by software, and the transition lottery for the AT stage, etc. may be performed based on random numbers generated by a random number generator, or all lotteries may be performed using random numbers generated by software or random numbers generated by a random number generator.
[0021] The main control unit 10 also controls the rotation of the reels 41 based on a signal from the start lever 3. The main control unit 10 detects the rotation position of each of the reels 41a to 41c based on a signal from a sensor (not shown) provided on each of the reels 41a to 41c, and is able to grasp the rotation position of the symbols on each of the reels 41a to 41c. Then, based on a signal from the stop button 5, the main control unit 10 performs control to stop the desired symbols within the display window 6.
[0022] Furthermore, the main control unit 10 outputs predetermined signals and commands (control information) to the sub-control unit 20 at predetermined game timings (for example, operation of the start lever, operation of the stop buttons 5a to 5c, transition of game states, etc.). For example, when the start lever 3 is operated, the main control unit 10 outputs to the sub-control unit 20 a signal indicating that the start lever has been operated. Furthermore, when any of the stop buttons 5a to 5c is operated, the main control unit 10 outputs to the sub-control unit 20 a signal that enables identification of which stop buttons 5 were operated and in what order. In addition, when each reel 41a to 41c is stopped by operating the stop button 5, the main control unit 10 outputs information to the sub-control unit 20 that can identify which reels 41 have stopped in what order, the patterns on the upper, middle, and lower rows, etc. Furthermore, when the game state is shifted, the main control unit 10 outputs to the sub-control unit 20 information that can identify which game state has been shifted to.
[0023] The main control unit 10 is also configured to be able to input a power interruption signal and a power restoration signal from the power supply device 14 . When the power-off signal is input, the main control unit 10 executes a power-off process to store (save) the game information at the time of input. This game information includes, for example, the game status at that time, winning combinations, the stopping state of the reels 41, the number of bets, etc. Furthermore, when the main control unit 10 receives a power recovery signal, it executes a power recovery process to read out the stored (saved) game information and resume the game. That is, when the main control unit 10 receives a power recovery signal, it restores the state to the state immediately before the power was cut off based on the read game information. Furthermore, in the power restoration process, the main control unit 10 transmits game information to the sub-control unit 20. This allows the sub-control unit 20 to resume the presentation based on the game state immediately before the power was cut off.
[0024] The sub-controller 20 is connected to and capable of communicating with the effect button 2c, speaker 9, display 8, lamp 11, and navigation lamp 12 via communication cables. The sub-controller 20 controls these devices in response to commands (control information) from the main controller 10.
[0025] The sub-controller 20 stores various information such as programs relating to performance, performance image data, and audio data in the storage unit. The sub-controller 20 operates as an effect execution means and an effect control means, and performs processing such as effects synchronized with the play of the slot machine 1 in response to commands (control information) from the main controller 10. For example, it controls the display 8, the lamp 11, the speaker 9, etc. to output effect images and sound effects that indicate the transition of the game state, and lamp effects.
[0026] The sub-controller 20 is also configured to be able to input a power-off signal and a power-on signal from the power supply 14. When the sub-controller 20 receives a power-off signal, it stores (backs up) performance information that specifies the performance content being executed at the time of the input. This performance information includes, for example, various information displayed on the display 8. Furthermore, when the sub-controller 20 receives a power restoration signal, it resumes the presentation based on the presentation information stored (saved) in the game information received from the main controller 10.
[0027] Such a slot machine 1 can execute the following slot machine games under the control of the main control unit 10. At the start of a game, the number of bets is set using medals (including credit medals). The number of bets can be set by inserting medals directly into the medal insertion slot 2 or by pressing the bet button 2a.
[0028] In the method of setting the number of bets by inserting medals into the medal insertion slot 2, the inserted medals are detected by the medal selector 2b provided on the back of the front door 1a, and the number of bets corresponding to the number of inserted medals (however, the upper limit is 3 bets corresponding to 3 medals) is set. If medals exceeding 3 bets are inserted, they are internally stored as credit medals and held as data. The upper limit of the number of bets may be "1", "2", or "4" or more.
[0029] When the bet button 2a is pressed, a predetermined number (for example, 3 medals) of medals to be used in one game is subtracted from the credit medals stored internally as data, and the subtracted amount is set as a 3-bet. It should be noted that a 2-bet button for setting the number of medals corresponding to two medals may be provided as a bet button, and two bets may be set by pressing the 2-bet button once. In addition, by providing a 1 bet button that sets the number of medals corresponding to one coin as the bet button, a 2 bet can be set by pressing the 1 bet button twice, and a 3 bet can be set by pressing the 1 bet button three times. Furthermore, credit medals are added by inserting medals into the medal insertion slot 2 or winning a prize, and up to 50 medals can be credited (stored), for example. In this embodiment, a game with three bets is also called a three-bet game. Furthermore, credit medals are added by inserting medals into the medal insertion slot 2 or winning a prize, and up to 50 medals can be credited (stored), for example.
[0030] In this way, the number of bets set by directly inserting medals into the medal insertion slot 2 or by pressing each bet button is stored in the memory section of the main control section 10, and when the number of bets reaches the number required to execute one game, the game can be started. When the game can be started, operation of the start lever 3 is enabled, and when the start lever 3 is tilted, the game starts, the reels 41 start to move, and an internal lottery process is executed to determine the lottery result of the current game. In the internal lottery process, a winning combination for the current game is determined by lottery from among multiple winning combinations based on a predetermined winning probability. The reels 41 gradually increase their rotation speed from a stopped state, and then reach a steady state where they rotate at a constant speed. When the steady state rotation is reached, the stop buttons 5a to 5c provided corresponding to each of the reels 41a to 41c become operable by pressing them.
[0031] The stop buttons 5a to 5c are an example of an operating means (stop operating means) for performing a stop operation on the reels 41, and when pressed in a state where they can be pressed, each reel 41a to 41c is controlled to stop with a combination of patterns that is allowed based on the operation timing and the lottery results of the internal lottery process. The stopping control of each reel 41a to 41c has a pull-in range set for it, and a predetermined number (for example, four) of symbols in the reverse rotation direction (upward) from the symbol at the time the stopping operation is performed can be pulled in, and only any of the symbols in this pull-in range can stop on an active line (hereinafter also referred to as a winning line).
[0032] In this embodiment, for example, the bell symbol, replay symbol, and watermelon symbol are arranged within five consecutive frames on all reels 41a to 41c, so they can always be stopped on the winning line by the four-frame pull-in stop control. On the other hand, for example, the blank A symbol, blank B symbol, BAR symbol, red 7 symbol, and white 7 symbol are not necessarily arranged within five consecutive frames, so even if four frames are pulled in and stopped, they may not stop on the winning line, and the winning combination may be missed. In other words, in order to stop these symbols on the winning line, it is necessary to press the stop buttons 5a to 5c (so-called eye-pressing operation) aiming at the desired symbol.
[0033] After the third reel is stopped, the combination of symbols that have stopped on the winning line as a result of the game is judged. If the combination of symbols is a predetermined combination, it is judged to be a winning combination, and a game value (e.g., medals) according to the combination of symbols is awarded. The third reel refers to the reel that is stopped in the third and final operation when the three reels 41a to 41c are stopped once for each reel (a total of three times). Furthermore, "after the third reel is stopped" refers to the time after the player releases his / her finger from the stop button 5 that was used to stop the third reel.
[0034] In this embodiment, the winning result is determined based on the combination of symbols that stop on the middle line, with only the middle line being considered as the valid line out of the total of five lines: the top, middle, and bottom lines, the line that slopes downward to the right, and the line that slopes upward to the right. The number of winning lines used to determine winning is not limited to one line, but can be changed as appropriate depending on the arrangement of symbols, the type of symbols, the combination of symbols corresponding to the winning combination, and the like. As described above, the slot machine game is executed.
[0035] (Winning combination and corresponding symbols) Next, each winning combination and the corresponding symbol combination will be described. The winning combinations include, for example, a small combination, a replay combination, and a bonus combination. Small roles include, for example, bell roles, watermelon roles, cherry roles, chance role, special role, and common 1-piece role. In addition, there are two types of cherry roles: weak cherry role and strong cherry role, and there are two types of special roles: special role A and special role B. In the following description, the cherry role, watermelon role, and chance role are collectively referred to as "rare role."
[0036] The bell role includes a push order bell role. The push order bell role is a winning role in which a combination of symbols is completed by following the order in which the stop buttons 5 are pressed, and in this embodiment, 10 push order bell roles A1 to C4 are provided. In the following description, the push order bell roles A1 to C4 are collectively referred to simply as the push order bell role. The push order bell roles A1 and A2 are designed so that when the stop buttons 5a to 5c are operated in two (2 / 6) of the six possible push orders (correct push orders), the corresponding combination of symbols is displayed in a stopped state, and when the stop button 5 is operated in one of the other four (4 / 6) possible push orders (incorrect push orders), the corresponding combination of symbols is not displayed in a stopped state. Specifically, when the push order bell role A1 or the push order bell role A2 is won, if the stop buttons 5a to 5c are operated in the correct push order of "left → center → right" (hereinafter referred to as "pushing in order") or "left → right → center", "bell bell bell" will be displayed on the winning line, and if the stop buttons 5a to 5c are operated in any other push order (incorrect push order), other symbol combinations will be displayed. In other words, for the push order bell roles A1 and A2, if the stop button 5 operated in the first operation is the correct push order (operating the stop button 5a), the symbol combination corresponding to the push order bell role will stop.
[0037] Other combinations of symbols that may appear due to an incorrect button press sequence include a button press bell spill and a miss. If the stop buttons 5a to 5c are operated in an incorrect pressing order, and the combination of symbols corresponding to the push order bell spill number (see Figure 5A) cannot be stopped, a spill occurs and a losing number (such as "Replay Cherry Bell") is displayed as a stopped number. Details will be given later, but if a combination of symbols corresponding to the push order bell spill number stops, one medal will be awarded, and if a combination of symbols corresponding to a losing number stops, no medal will be awarded.
[0038] The push order bell roles B1 to C4 are such that when the stop buttons 5a to 5c are operated in one (1 / 6) of the six possible push orders (correct push order), the corresponding combination of symbols is displayed in a stopped state, and when the stop button 5 is operated in one of the other five (5 / 6) possible push orders (incorrect push order), the corresponding combination of symbols is not displayed in a stopped state. For example, in the case of the push order bell role B1, when the stop buttons 5a to 5c are pressed in the "center → left → right" order (correct push order), the symbol combination "Replay Bell Replay" is displayed on the winning line, and the symbol combination "Bell Bell Bell" is displayed on the downward right line. If the stop buttons 5a to 5c are pressed in any other order (incorrect push order), the push order bell spill or missing symbol is displayed. Similarly, for the push order bell roles B2 to C4, if the correct push order (see Figure 5A) is used, the "replay-bell-replay" pattern combination will stop and be displayed on the winning line, and if the incorrect push order is used, the push order bell spill symbol or a missing symbol will stop and be displayed.
[0039] In this way, when any of the push order bell roles A1 to C4 is won, the combination of symbols that will win the winning push order bell role will stop on the winning line only if the stop buttons 5a to 5c are operated in the corresponding push order. That is, the main control unit 10 can stop and display the symbols in a first stop mode in which a predetermined number (for example, 4 or 13) of game value (medals) can be awarded as a first benefit based on the operation of a push order (correct push order) that corresponds to the winning push order bell role as a first stop operation mode by the player. Also, the main control unit 10 can stop and display the symbols in a second stop mode in which a predetermined number (for example, 1 or 0) of game value (medals) can be awarded as a second benefit based on the operation of a push order (incorrect push order) that does not correspond to the winning push order bell role as a second stop operation mode by the player.
[0040] In addition, if the push order bell role A1 or A2 is won, the stop buttons 5a to 5c may be operated in one (1 / 6) of the six possible push orders (correct push order), and the reel 41 may be stopped so that the corresponding combination of symbols stops. In addition, when the push order bell role B1 to C4 is won, if only the first stop button 5 is pressed in the correct order, the reel 41 may be controlled to stop so that the corresponding combination of symbols stops.
[0041] For the weak cherry role, the combination of "BAR Cherry Replay" symbols can stop on the winning line, and in this case, two cherry symbols will line up in a row on a line sloping upward to the right. A strong cherry role is when a combination of symbols such as "BAR, Cherry, White 7" can stop on the winning line, and in this case, three consecutive cherry symbols line up in a straight line on an upward sloping line to the right. The watermelon role allows symbols such as "bell, watermelon, red 7" to stop on the winning line, and in this case, the watermelon symbols will line up in a straight line on a downward sloping line to the right. The chance role is that the combination of "bell, watermelon and replay" symbols can stop on the winning line, in which case the watermelon symbols will line up in a small V-shape.
[0042] Special Role A allows the combination of "Red 7, Red 7, Red Blank" to stop on the winning line, in which case the Red 7 and Red Blank symbols will stop and be displayed on one line in the middle row (hereinafter, this stopping pattern will also be referred to as "Single Red 7 combination"). Special Role B allows the combination of "Red 7, Red 7, Red 7" to stop on the winning line. In this case, the red 7 and red blank symbols will stop and be displayed on two lines, the middle line and the line sloping to the right (hereinafter, this stopping pattern will also be referred to as "double red 7s").
[0043] The common 1-piece role is a winning role that can be won regardless of the order in which you press the buttons, but the combination of symbols that stops and appears will differ depending on the order in which you press the buttons. For example, when a common 1-piece winning combination is won, if the stop buttons 5a to 5c are operated in a specific stop operation order and at a specific operation timing, the BAR symbols will be displayed stopped in a straight line on the winning line (hereinafter, this stopping pattern will also be referred to as "BAR alignment"). Specifically, when the stop buttons 5a to 5c are pressed in the order of "right → center → left" (hereinafter referred to as "reverse pressing") and the stop buttons 5a to 5c are pressed with the aim of hitting the BAR symbol, the BAR combination can be stopped. On the other hand, when the stop buttons 5a to 5c are pressed in a manner other than reverse pressing or are not pressed at a specific timing, a combination of symbols other than the BAR combination (for example, "replay-bell-bell") will be displayed.
[0044] The replay role is a winning role that is won regardless of the order in which the stop buttons 5 are pressed, but the combination of symbols that is stopped and displayed varies depending on the order in which the buttons are pressed. For example, when a replay combination is won, if the stop buttons 5a to 5c are pressed in order, a combination of "replay replay replay" symbols will stop and be displayed on the winning line. When the stop buttons 5a to 5c are operated in reverse, different combinations of symbols are displayed in a stopped state depending on the operation timing of the stop buttons 5a to 5c. For example, when the stop buttons 5a to 5c are operated in reverse to aim for a BAR symbol, a "Replay·BAR·BAR" (hereinafter, this stop pattern is also referred to as a "BAR Tenpai line") can stop on an active line.
[0045] The bonus symbol combination is "White 7, White 7, White 7". The bonus role is subject to lottery during RT0 in the RT state described below, and can only be won in the game in which it is won, and when it is won, the state transitions to bonus state. In addition, the bonus role is a role that is subject to carry-over control by the main control unit 10, which allows the right to win the bonus role to be carried over as long as the corresponding symbol combination does not stop in the winning game and in subsequent games. Therefore, during the period from when the bonus role is won until the symbol combination corresponding to the bonus role is stopped and displayed, the right to win the bonus role is carried over and the state is carried over (hereinafter, this state is referred to as the "bonus winning state"). On the other hand, if a bonus role is won and the symbol combination corresponding to the bonus role is displayed (a prize is won), the player enters a bonus state, and after the bonus state ends, the player enters a non-carry-over state in which the right to win the bonus role is not carried over (hereinafter, this state will be referred to as the "non-bonus winning state").
[0046] In addition, the bonus role can be won in combination with the common 1-piece role. In a bonus winning state, the main control unit 10 controls the reels to stop and display a combination of symbols corresponding to a small winning combination with priority, and a combination of symbols corresponding to a bonus winning combination is set as the winning combination with the lowest priority. Therefore, in the current game in which the bonus role is won, the combination of symbols corresponding to the bonus role cannot be stopped, and the combination of symbols corresponding to the common 1-piece role will be stopped, and the bonus winning state will continue in subsequent games.
[0047] Based on the combination of symbols as described above, it is determined whether or not a small win, replay win, or bonus win has been won. If it is determined that a win has been won, a game value is awarded (medals are paid out) based on the "payout" shown in Figure 5. That is, the main control unit 10 is provided with a game value providing means for providing game values (medals) according to the stopping mode of the symbols. For example, when the push order bell combination A1 to A2 is won, if the stop buttons 5a to 5c are operated in the correct push order and the corresponding symbol combination stops, four medals will be paid out. On the other hand, when the push order bell combination A1 to A2 is won, if the stop buttons 5a to 5c are operated in the incorrect push order and the push order bell spill stops, one medal will be paid out. When the push order bell combination B1 to C4 is won, if the stop buttons 5a to 5c are operated in the correct push order and the corresponding symbol combination stops, 13 medals will be paid out. On the other hand, when the push order bell combination B1 to C4 is won, if the stop buttons 5a to 5c are operated in the incorrect push order and the push order bell spill stops, 1 medal will be paid out.
[0048] In addition, without being limited to the above, the payout numbers when the stop buttons 5a to 5c are operated in the correct push order of the push order bell combinations A1 to C4 may all be the same. In this case, the stop display mode of the push order bell combinations A1 to C4 may be the same. Also, the stop display mode of the push order bell spill combination may be the same.
[0049] In addition, when a combination of symbols corresponding to each winning role of weak cherry role, strong cherry role, chance eye role, special role A, special role B, and common 1-coin role stops, one medal will be paid out. Also, when a combination of symbols corresponding to the watermelon role is stopped, three medals are paid out. Furthermore, by the stop display of a combination of symbols corresponding to a replay role, the player can play again in the next game without inserting a medal. Furthermore, if a combination of symbols corresponding to a bonus role is stopped, no medals will be paid out.
[0050] In this embodiment, the number of medals paid out is the same regardless of the number of bets, but the number of medals paid out may be varied depending on the number of bets. Furthermore, the number of medals paid out when a combination of symbols corresponding to each winning combination is stopped and displayed may be other than the above numbers. Furthermore, the symbol combinations corresponding to the respective winning combinations are not limited to the combinations shown in FIG. 5 and can be set arbitrarily.
[0051] (Push order bell role payout) Next, with reference to FIG. 6, the payout based on the push order of the push order bell combination will be described. Figure 6 shows the number of coins paid out depending on the stop operation when each of the push order bell roles A1 to C4 is won.For each role, there are push orders that will definitely result in a payout, and push orders that will result in a payout with a 1 / 2 or 1 / 4 chance.
[0052] As described above, when the result of the internal lottery process is a push order bell role (specific game result), the corresponding symbol combination is stopped and displayed by operating the stop buttons 5a to 5c in the correct push order, and when the stop buttons 5 are operated in an incorrect push order, the corresponding symbol combination is not stopped and displayed. In other words, in an incorrect push order, a push order bell spill or a missing symbol is stopped and displayed.
[0053] Such control can be achieved by the slot machine 1 of this embodiment employing reel control that prioritizes drawing in combinations of symbols that pay out a large number of medals (hereinafter referred to as "number priority control"), and reel control that prioritizes drawing in symbols that can be stopped in a large number of combinations (hereinafter referred to as "number of combinations priority control"). In the "number priority control", the reel 41 is controlled when the stop buttons 5a to 5c are operated in the correct pressing order and when the first reel is stopped and the second reel is stopped. In the "combination number priority control", the reels 41 are controlled when the stop buttons 5a to 5c are operated in an incorrect pressing order.
[0054] Next, the number priority control and the combination number priority control will be described. In the following description, the case where the push order bell role B1 is won will be taken as an example. As shown in Figure 5A, when the stop button 5b is operated in the correct pressing order (center → left → right), the corresponding pattern combination (replay, bell, replay) stops and 13 medals are paid out. On the other hand, if the stop button 5b is operated in an incorrect button press sequence, one medal will be paid out if the button press sequence bell spill number stops, and no medal will be paid out if the wrong number stops.
[0055] If the stop button is pressed in the correct order (center → left → right) When the stop button 5b is pressed in the correct order during the first reel stop operation, the number priority control is executed, and the bell symbol that constitutes the combination of symbols (replay-bell-replay) that pays out a relatively large number of medals (13 medals) is drawn in preferentially over other symbols (blank A symbol, red 7 symbol, white 7 symbol, etc.) that make up the combination of symbols that pays out a relatively small number of medals (1 medal). Next, when the second reel is stopped, even if the stop button 5a is pressed in the correct order, the number-priority control is executed, and the replay symbols that constitute a combination of symbols (replay-bell-replay) with a relatively large number of medals paid out (13 medals paid out) are drawn in. Finally, when the stop button 5c is pressed in the correct order to stop the third reel, the symbols that make up the "-" in "Replay Bell -" are the only replay symbols among the combinations of symbols related to the push order bell role B1, so the replay symbols are controlled to be drawn in. As a result, "Replay Bell Replay" is stopped and displayed. In this way, if you win the push order bell role B1, and the stop buttons are pressed in the correct push order, the corresponding pattern combination will stop and be displayed, and 13 medals will be paid out.
[0056] If the stop button is pressed in the incorrect order (center → right → left) When the stop button 5b is operated in the correct pressing order during the first reel stop operation, the number priority control is executed, and control is performed so that the bell symbol is drawn in, as described above. Next, when the stop button 5c is operated in an incorrect pressing order during the second reel stop operation, the combination number priority control is executed, and control is performed so that any one of the blank B symbol, red 7 symbol, white 7 symbol, or BAR symbol is drawn. Specifically, since there is only one combination of symbols corresponding to the pressing order (-·Bell·Blank B / Red 7 / White 7 / BAR) for each combination, the number of combinations is prioritized so that the stop button 5c is controlled to pull in one of the Blank B symbol, Red 7 symbol, White 7 symbol, or BAR symbol when it is operated at a timing that allows it to be pulled onto the winning line. Finally, if the stop button 5a is pressed in the incorrect order when stopping the third reel, the only symbol that makes up the "-" in "- Bell Blank B / Red 7 / White 7 / BAR" is the bell symbol, so the reel is controlled to pull in the bell symbol. As a result, "Bell Bell Blank B / Red 7 / White 7 / BAR" is displayed. In this way, if you win the push order bell role B1, and the stop button is operated in the incorrect push order of center → right → left, the push order bell spill symbol will always stop and one medal will be paid out.
[0057] If the stop button is pressed in the incorrect order (left → center → right) When the first reel is stopped, if the stop button 5a is pressed in an incorrect order, the number of combinations priority control is executed, and the reel is controlled so that a watermelon symbol is drawn in based on the symbol combination corresponding to the order of pressing (watermelon, blank A, red 7, white 7, BAR, bell). Next, when the stop button 5b is operated during the second reel stop operation, the reel is controlled so that any one of the blank A symbol, red 7 symbol, white 7 symbol and BAR symbol, for which the stop button 5b is operated, is drawn in at a timing when it can be drawn onto the winning line. Finally, when the stop button 5c is operated to stop the third reel, if the stop button 5a is operated at a timing when the BAR symbol can be drawn onto the winning line, the BAR symbol will stop. On the other hand, if the stop button 5a is not operated at a timing when the BAR symbol can be drawn onto the winning line, symbols other than the BAR symbol will stop and a losing symbol will be displayed.
[0058] In this way, when the push order bell role B1 is won, if the stop button is operated in the incorrect push order of left → center → right, the probability that the BAR symbol will stop on the winning line of reel 41c is 1 / 4 (5 frames / 20 frames) due to the pull-in stop control. In this case, the push order bell spill symbol will stop and one medal will be paid out. On the other hand, the probability that a symbol other than the BAR symbol will stop on the winning line of the reel 41c is 3 / 4, in which case a losing symbol will be displayed and no medals will be paid out.
[0059] Also, if the stop buttons are pressed in an incorrect order (left → right → center), combination number priority control is executed, and the reels are controlled and medals are paid out in the same way as if the stop buttons were pressed in the incorrect order (left → center → right). In addition, even if the stop button is pressed in an incorrect order (right → left → center or right → center → left), the combination number priority control is executed, and the push order bell spill symbol stops and one medal is paid out only when the stop button 5b is pressed at a timing when the red 7 symbol or the white 7 symbol can be drawn onto the winning line as shown in Figure 5A. Therefore, the probability that the red 7 symbol or the white 7 symbol will stop on the winning line of the reel 41b is 1 / 2 (10 frames / 20 frames) due to the pull-in stop control.
[0060] In addition, for push order bell roles other than the push order bell role B1, the reel control based on the number priority control and combination number priority control as described above is performed, and the combination of symbols shown in Figure 5A is stopped and displayed. Also, in the case of an incorrect push order, a push order bell spill is stopped and displayed with the probability shown in Figure 6, and one medal is paid out.
[0061] In this way, the main control unit 10 can stop and display the symbols in a stop display mode that can award a predetermined number (e.g., 13 or 4) of game value (medals) as a first benefit based on the player's operation of the push order (correct push order) that corresponds to the winning push order bell role, and on the other hand, can stop and display the symbols in a stop display mode that can award a predetermined number (e.g., 1 medal) of game value (medals) as a second benefit based on the player's operation of the push order (incorrect push order) that does not correspond to the winning push order bell role. In addition, if the operation is performed in a stop operation mode (incorrect button press order), the pattern can be displayed in a stop display mode (losing number) in which no game value (medals) is awarded.
[0062] In addition, the main control unit 10 can stop and display the symbols in a stop display mode that can award a predetermined number (for example, 1 medal) of gaming value (medal) as a second bonus based on an operation by the player corresponding to the common 1-coin role that has been won. That is, even when the symbols are stopped and displayed in different stop display modes, the same game value (medals) can be awarded.
[0063] In this embodiment, when the push order bell role is won, the stopping pattern of the symbols is changed by switching between number priority control and combination number priority control depending on the order in which the stop button 5 is pressed and the timing of operation. However, this is not limited to this, and for example, when the push order bell role is won, the combination of symbols that can be stopped may be uniquely determined by the order in which the stop button 5 is pressed alone, regardless of the timing of operation of the stop button 5. For example, in the case of the push order bell role B1, if the stop button is pressed in the correct push order (center → left → right), "Replay Bell Replay (pays out 13 coins)" will stop, if the stop button is pressed in an incorrect push order (center → right → left), "Replay Bell Bell (pays out 1 coin)" will stop, if pressed in an incorrect push order (stop button 5c when pressing the first reel to stop), "Bell Replay Blank B (pays out 1 coin)", "Bell Replay BAR (pays out 1 coin)" or "Losing combination (pays out 0 coins)" will stop, and if pressed in an incorrect push order (stop button 5a when pressing the first reel to stop), "Bell Replay Blank B (pays out 1 coin)" or "Losing combination (pays out 0 coins)" will stop, thereby reducing the number of combinations of symbols that can be stopped.
[0064] (Probability of winning each winning role) Next, the winning probability of each winning combination will be described with reference to FIG. FIG. 7 shows an "internal lottery table" used to draw each winning combination in each state related to the bonus combination (bonus non-winning state, bonus winning state, bonus state). The internal lottery table indicates the range (number) of random numbers acquired in the internal lottery process by the main control unit 10 to be 65536, and the number of winning values (wins) among them. 7 shows the winning probability of each winning combination in a 3-bet game, and shows the case where the setting values set by the probability setting device 15 are the same for all settings 1 to 6.
[0065] As shown in FIG. 7, the winning probabilities for each winning combination are as follows: The probability of winning each of the push order bell combinations A1 to A2 is set to 6950 / 65536 in the bonus non-winning state, the bonus winning state, and the bonus state. The probability of winning each of the push order bell combinations B1 to B4 is set at 5560 / 65536 in the bonus non-winning state, the bonus winning state, and the bonus state. The probability of winning each of the push order bell combinations C1 to C4 is set to 1390 / 65536 in the bonus non-winning state, the bonus winning state, and the bonus state.
[0066] The probability of winning the weak cherry role is set at 1024 / 65536 in the non-bonus winning state, the bonus winning state, and the bonus state. The probability of winning the Strong Cherry role is set at 128 / 65536 in the non-bonus winning state, the bonus winning state, and the bonus state. The probability of winning the watermelon role is set at 512 / 65536 in the non-bonus winning state, the bonus winning state, and the bonus state. The winning probability of the chance symbol role is set to 256 / 65536 in the bonus non-winning state, the bonus winning state, and the bonus state. The probability of winning the special role A and the special role B is set to 32 / 65536 in the bonus non-winning state, the bonus winning state, and the bonus state. The probability of winning a bonus role when no bonus is won is set at 12870 / 65536. The winning probability of the replay role is set to 8982 / 65536 in the bonus non-winning state, the bonus winning state, and the bonus state.
[0067] In this way, the winning probability of each winning role other than the bonus role is as follows: Replay role > Push order bell role A1-A2 > Push order bell role B1-B4 > Push order bell role C1-C4 > Weak cherry role > Watermelon role > Chance eye role > Strong cherry role > Special role A, B. The relationship between the winning probabilities of each role may be other than that described above.
[0068] Note that the internal lottery table shown in Figure 7 shows the case where all setting values are the same, but this is not limited to this, and it is also possible to provide winning roles where the winning probability varies depending on the setting value, and winning roles where the winning probability does not vary depending on the setting value. In addition, the higher the setting of some rare roles, the higher the probability of winning, or the lower the setting, the higher the probability of winning a rare role. In addition, for winning roles other than rare roles such as the push order bell role, the higher the setting, the higher the probability of winning may be set, or the lower the probability may be set.
[0069] In addition to the above configuration, the slot machine 1 according to this embodiment has the following game states and characteristic game features based on these game states. Each game state is controlled (hereinafter also referred to as transition) to each game state by the main control unit 10 operating as a game state control means.
[0070] (RT state) First, with reference to FIG. 8, the RT (replay time) state (hereinafter simply referred to as RT) of the slot machine 1 according to this embodiment will be described. The slot machine 1 according to this embodiment has RT states RT0, RT1, and RT2. Although there are three RT states in this embodiment, there may be two or less or four or more.
[0071] RT0 is initiated when the slot machine 1 is system reset, when the setting value is changed (including when the same setting value is set again (re-entering the setting value)), or when RT2 ends. Furthermore, RT0 (non-bonus winning state) ends when a bonus role is won during the 3-bet game, and transitions to RT1 (arrow a in FIG. 8). In this way, RT0 is not a finite game state with a predetermined game period, but an infinite game state (infinite RT) that does not transition to another game state unless a bonus role is won.
[0072] RT1 ends when a symbol combination corresponding to a bonus role is displayed (a bonus role is won), and the game transitions to RT2 (arrow b in FIG. 8). That is, RT1 continues from when a bonus role is won until the bonus role is won, and in RT1, the game proceeds in a state where the bonus role is internally won (bonus winning state). In this way, RT1 is not a finite game state with a predetermined game period, but an infinite game state (infinite RT) that does not transition to another game state unless a bonus combination is won. RT2 is a bonus state that is a so-called real bonus, and ends when the number of medals paid out reaches a predetermined number (for example, 55 medals), and transitions to RT0 (arrow c in FIG. 8).
[0073] In addition, in the RT state of this embodiment, control is basically performed so that transition from RT1 to RT2 does not occur. As mentioned above, when a bonus role is won, the common 1-piece role that is won at the same time as the bonus role is won takes priority in the game in which the bonus role is won, so the bonus role is not won and the next game moves to RT1 (bonus winning state). Also, during RT1, since a losing role that can win a bonus role is not won (see Figure 7), the bonus role is not won (the game does not move to RT2). For this reason, the slot machine 1 of this embodiment does not transition from RT1 to RT2, and once it transitions to RT1, the game will proceed under the control of RT1 unless a system reset of the slot machine 1 is performed.
[0074] In this embodiment, the bonus role is set to be won simultaneously with the common 1-coin role, but this is not limited to this, and the bonus role may be won alone, and the bonus role may be won in this bonus winning game. Also, during RT1, a losing combination may occur with a predetermined probability (for example, a probability of 1 / 200), and if the losing combination is won, it may be possible to win a bonus combination.
[0075] (AT state) In addition, the slot machine 1 according to this embodiment can be controlled to an AT (assist time) state. In the AT state, when a push order bell role is won, the push order corresponding to the won push order bell role is notified (push order navigation is executed) by the display 8, the navigation lamp 12, the speaker 9, etc. For example, if the push order bell role A1 is won, the push order navigation of "1," "2," and "3" is displayed on the display 8 from left to right, the voices "left," "center," and "right" are output from the speaker 9, and the navigation lamps light up in the order 12a (left), 12b (center), and 12c (right), thereby announcing the order in which to press the stop button 5. Therefore, when the AT state occurs, the player can easily operate the stop buttons 5a to 5c in the order corresponding to the push order bell role, making it easier for the player to win medals and making the ball dispense speed faster than during non-AT states.
[0076] (Normal section, advantageous section) The main control unit 10 is provided with a game zone control means that can control the game zone to either a normal zone or an advantageous zone, separately from the game state (stage). The normal zone is a game zone in which push order navigation related to the push order bell role is not executed, and it starts when the favorable zone end condition is met and ends when the favorable zone transition condition is met. In this embodiment, the condition for transitioning to the advantageous zone is met when a winning role other than the common 1-piece role is won, and after the third reel of the winning game is stopped, the transition from the normal zone to the advantageous zone occurs. In addition, in the initial state (when reset) of the main control unit 10, it is controlled to the normal section, and in the normal section, the advantageous section lamp 13 is controlled to be in the off state.
[0077] Although the conditions for transitioning to the advantageous zone are met when a win other than the common 1-piece role is achieved, this is not limited to this, and the transition may be made by, for example, the display of a combination of symbols corresponding to a predetermined winning role or the display of a combination of symbols not corresponding to a predetermined winning role (for example, a losing number or a push order bell being dropped). In addition, the game may be transitioned to an advantageous zone on the condition that the game state has shifted to one that is advantageous to the player, and the advantageous zone may be continued if the game state that is advantageous to the player continues.
[0078] The advantageous zone is a game zone in which push order navigation can be implemented, and is a game zone that is more advantageous to the player than the normal zone because push order navigation is implemented. In addition, the advantageous zone ends when a predetermined advantageous zone termination condition is met after the advantageous zone transition condition is met in the normal zone. The condition for the end of the advantageous zone is that a predetermined game state (stage) has ended, and after the third reel of the winning game is stopped, the advantageous zone ends and transitions to the normal zone. In addition to this, the condition for ending the advantageous zone is that when the advantageous zone limiter is reached, the advantageous zone ends and transitions to the normal zone. The advantageous zone limiter is when one of the following conditions is met: "The number of games in one advantageous zone (number of advantageous zone games) reaches the upper limit (limiter)" or "The number of coins won (difference in coins) in one advantageous zone reaches the upper limit (limiter)." The above conditions for ending the advantageous zone are merely examples, and may include, for example, "at least one push order bell has been announced" or "a combination of symbols corresponding to a bonus role has stopped and been displayed." In addition, in the advantageous zone, the advantageous zone lamp 13 is controlled to be in a state where it can be lit. Note that the advantageous zone lamp 13 may start lighting up when the game state changes to one where the number of medals held by the player increases after the transition to the advantageous zone.
[0079] (Game-related counters) While in the advantageous zone, the main control unit 10 operates as a counting means, counting the number of games played in the advantageous zone and the number of medals won during the advantageous zone, and storing this in the memory unit as counter information shown below. Counter A: Count of the number of games in the advantageous zone Counter B: Count of the number of coins won (difference in number of coins) during the advantageous period Counter A and Counter B are counters related to the advantageous zone limiter (the upper limit number of times of play in the advantageous zone). The main control unit 10 forcibly ends the advantageous period when the value indicated by counter A reaches "1500" or when the value indicated by counter B reaches "2400". Counter A and counter B are also counters relating to the ending limiter (the upper limit number of games until the ending in the advantageous zone). When the value indicated by counter A reaches "1480" or when the value indicated by counter B reaches "2300", the main control unit 10 forcibly transitions to ending A, which will be described later. The values of counter A and counter B are erased (initialized) when the advantageous zone ends (when the game moves to the initial stage due to the game results in each stage, or when the advantageous zone limiter is reached). Although detailed explanation will be omitted, the slot machine 1 is equipped with multiple types of counters that are updated as the game progresses (counters that manage the number of games played while in each game state (stage), counters that manage the number of times pseudo bonus B is executed, etc.).
[0080] (Details of each game state (stage)) Next, each game state of the slot machine 1 according to this embodiment, transitions between each game state, and game characteristics based on each game state will be described. The main control unit 10 can independently control the transition between the normal zone and the advantageous zone, the transition between RT0 to RT2, and the transition between each game state (stage). However, as mentioned above, the game in this embodiment is basically played in RT1 (bonus winning state), so the game in each game state (stage) is basically played while staying in RT1. Unless otherwise specified below, the timing of transition between each game state (stage) is basically after the third reel is stopped in the game in which the transition condition is met (or after the medals have been paid out). However, this is not limited to this, and transition may occur from the next game after the transition condition is met.
[0081] As shown in FIGS. 9 and 10, the slot machine 1 of this embodiment has, as game states (stages), a non-advantageous state, a normal stage, a CZ stage, a pseudo bonus A, an AT stage, a special AT stage, and an ending. The CZ stage is further divided into CZ1 to CZ5. The pseudo bonus A is further divided into pseudo bonus A1 to pseudo bonus A7. The AT stage is further divided into the preparation stage, normal AT stage, battle preparation stage, battle stage, pseudo bonus B, specialized stage, and end waiting stage. The normal stage is controlled to a non-AT state, and as the player continues to play, the number of medals in hand gradually decreases, making it a disadvantageous gaming state for the player. On the other hand, the AT stage is controlled to an AT state or a partial AT state, and as the player continues to play, the number of medals is likely to increase, making it an advantageous gaming state for the player. Therefore, players will play with the aim of transitioning from the normal stage to the AT stage and staying in the AT stage for as long as possible. There are multiple transitions from the normal stage to the AT stage, but the basic transition is from the normal stage to the CZ stage or pseudo bonus, and then to the AT stage.
[0082] (Unfavorable situation) The non-advantageous state is a game state controlled by the normal zone, and is entered when the slot machine 1 system is reset, when the setting value is changed (including re-entering the setting value), or when the advantageous zone ends. For example, it is entered after the normal stage, AT stage, special AT stage, or ending ends, or when the advantageous zone limiter is reached. In a non-advantageous state, if the conditions for transitioning to the advantageous zone are met (if you win something other than the common 1-piece role), the next transition destination will differ depending on the bonus winning state (bonus non-winning state (RT0), bonus winning state (RT1)). For example, you can transition to the normal stage or CZ stage (CZ3). During a non-advantageous state, it may be possible to make it indistinguishable from other game states (stages) in appearance. For example, the display screen displayed on the display device 8 may have the same background image for the non-advantageous state and other stages (e.g., the normal stage). By sharing the display screen for the non-advantageous state and other stages in this way, it is possible to make it difficult to recognize the transition from the normal zone to the advantageous zone, making it difficult to see the end of the advantageous zone, and preventing the player from quitting the game.
[0083] Next, the non-advantageous state control processing performed by the main control unit 10 will be described with reference to FIG. The non-advantageous state control process is started when the current game state is a non-advantageous state. First, the main control unit 10 determines whether or not a third reel stop operation has been performed (S1). If it is determined that the third reel has not been stopped (S1: No), the processing is terminated, and if it is determined that the third reel has been stopped (S1: Yes), it is determined whether the conditions for transitioning to the advantageous zone have been met in the current game (won something other than the common 1-piece role) (S2). If it is determined that the conditions for transition to the favorable zone are not met (S2: No), the processing is terminated, and if it is determined that the conditions for transition to the favorable zone are met (S2: Yes), a pseudo setting value lottery is executed (S3).
[0084] The pseudo setting value lottery determines a "pseudo setting value" that influences the lottery for transitioning to a game state (such as an AT stage) that is advantageous to the player. Specifically, by referring to the "pseudo setting value lottery table (bonus winning state)" and "pseudo setting value lottery table (bonus non-winning state)" shown in Figure 13, a pseudo setting value is determined based on the bonus winning state and the setting value set by the probability setting device 15, and the result is stored in the memory unit. The pseudo setting values are assumed to be set in seven stages (1 to 7), for example, but may be set in six stages or less or eight stages or more.
[0085] For example, when a bonus is won and setting 1 is set, the pseudo setting value is set to "1" with a probability of 96 / 256, "2" with a probability of 32 / 256, "3" with a probability of 64 / 256, "4" with a probability of 16 / 256, "5" with a probability of 32 / 256, "6" with a probability of 8 / 256, and "7" with a probability of 8 / 256. In addition, when a bonus is won and setting 6 is set, the pseudo setting value is set to "1" with a probability of 16 / 256, "2" with a probability of 32 / 256, "3" with a probability of 16 / 256, "4" with a probability of 36 / 256, "5" with a probability of 24 / 256, "6" with a probability of 128 / 256, and "7" with a probability of 4 / 256. Also, for example, in the case where a bonus has not been won and setting 1 is set, the pseudo setting value is set to "1" with a probability of 32 / 256, "2" with a probability of 32 / 256, "3" with a probability of 44 / 256, "4" with a probability of 16 / 256, "5" with a probability of 84 / 256, "6" with a probability of 16 / 256, and "7" with a probability of 32 / 256. Although the explanation is omitted, the pseudo setting values are also set to be selected with the probabilities shown in the figure in other cases.
[0086] In this way, as a general trend, the probability setting device 15 is set so that when a higher setting value is set, the probability that a larger number of pseudo setting values will be selected is higher. In addition, the allocation values are set so that the pseudo setting values determined have characteristics when the setting value in the probability setting device 15 is an even number and when it is an odd number, so the length of the period until the transition to the AT stage changes depending on the pseudo setting value, making it possible to diversify the game content and increase interest.
[0087] In addition, when a low setting value (setting 1 to setting 3) is set in the probability setting device 15, a pseudo setting value with a larger number is selected in the bonus non-winning state than in the bonus winning state. That is, when the gaming center opens (first thing in the morning) and no bonus has been won, a large pseudo setting value is likely to be selected. This means that the benefits of not winning a bonus can only be enjoyed when the gaming center opens (first thing in the morning), and this can provide a service to players as a so-called "morning function," thereby promoting the operation of gaming machines.
[0088] Next, a game state transition lottery is executed (S4). The game state transition lottery determines the transition destination of the game state based on the bonus winning status by referring to the "game state transition lottery table" shown in FIG. For example, when the bonus winning state is a bonus winning state, the CZ stage (CZ3) is selected with a probability of 256 / 256, and when the bonus winning state is a bonus non-winning state, the normal stage is selected with a probability of 256 / 256. In other words, when the amusement center opens (first thing in the morning) and the bonus has not been won, the game will transition to the normal stage when the advantageous zone is reached, and then if a bonus role is won, and the bonus winning state is maintained during the amusement center's business hours, the game will transition to the CZ stage (CZ3) when the advantageous zone is reached. However, without being limited to this, when a bonus is won, it may be possible to transition to a stage other than the CZ stage (CZ3) when transitioning to a favorable zone, and when a bonus is not won, it may be possible to transition to a stage other than the normal stage.
[0089] A determination is made as to whether or not the CZ stage has been selected in the game state transition lottery (S5), and if it is determined that the CZ stage has been selected (S5: Yes), the game state is controlled to transition to the CZ stage (CZ3) (S6) (arrow b in Figure 9). On the other hand, if it is determined that the CZ stage has not been won (the normal stage has been won) (S5: No), a period number lottery is executed (S7). The period number lottery determines the period number by lottery based on the pseudo setting value by referring to the "period number lottery table" shown in FIG. 15, and stores the result in the storage unit. Details will be described later, but the number of periods is a value that is referenced during the normal stage, and indicates the number of times that one period is a game based on the periodic pattern described later. The number of periods is assumed to be set to, for example, 1 to 5 periods, but may be 6 or more periods.
[0090] For example, if the pseudo setting value is set to "1", the number of periods is set to "1" or "2" with a probability of 16 / 256, "3" with a probability of 32 / 256, and "4" or "5" with a probability of 96 / 256. For example, if the pseudo setting value is set to "7", the number of periods is selected as "1" with a probability of 192 / 256, "2" with a probability of 64 / 256, and "3" to "5" are not selected. Although not described here, other pseudo setting values are also set so that the number of periods is selected with the probabilities shown in the figure. In this way, as a general trend, the larger the pseudo setting value, the more likely it is that a smaller number of periods will be selected. In other words, the higher the setting value set by the probability setting device 15, the smaller the number of periods will be selected. As will be described in more detail later, the fewer the number of cycles in the normal stage, the shorter the period until the game transitions to a game state that is advantageous to the player (pseudo bonus A, AT stage, etc.), which is advantageous to the player.
[0091] Next, it is determined whether or not a period number of "2" or more has been selected in the period number lottery (S8). If it is determined that the number of periods equal to or greater than "2" has been selected (S8: Yes), a winning period lottery is executed (S9). The winning period lottery refers to the "winning period lottery table" shown in FIG. 16 to determine by lottery whether the first period among a plurality of periods is the "winning period." In other words, if you win the winning cycle lottery, you can move to the AT state (pseudo bonus A, AT stage) after the first cycle of play ends, without having to play multiple cycles in the normal stage that you then move to. For example, when the pseudo setting value is set to "1," the probability of winning is 32 / 256, when the pseudo setting value is set to "4," the probability of winning is 82 / 256, and when the pseudo setting value is set to "7," the probability of winning is 128 / 256. Also, although explanation will be omitted, the other pseudo setting values are also set to win at the probabilities shown in the figure. In this way, the larger the pseudo setting value, the easier it is to win. In other words, the higher the setting value set by the probability setting device 15, the easier it is to win.
[0092] Next, a periodic pattern lottery is executed (S10). The periodic pattern lottery refers to the "Periodic Pattern Lottery Table (Missing Period)" or the "Periodic Pattern Lottery Table (Winning Period)" shown in Figure 17, and determines the periodic pattern for the next period by lottery based on the value (number of periods) of which period the next game will occur in the normal stage, and stores the result in the memory unit. The cycle pattern is information that defines a combination of cycles that are controlled during one cycle, and examples include "cycle A → cycle B → cycle C," "cycle A → cycle C," and "cycle B → cycle C." The "winning cycle" refers to the cycle when the winning cycle lottery is won, or when "1" is selected in the cycle number lottery. In other words, this is the case when the normal stage ends after the first cycle of the normal stage is played, and the game transitions to the AT state (pseudo bonus A, AT stage). A "missing cycle" is any cycle other than a winning cycle.
[0093] In the case of a bad cycle, for example, if the cycle number is "1", then "cycle A → cycle B → cycle C" is selected as the cycle pattern with a probability of 256 / 256; if the cycle number is "2", then "cycle A → cycle B → cycle C" is selected as the cycle pattern with a probability of 224 / 256, and "cycle A → cycle C" or "cycle B → cycle C" is selected as the cycle pattern with a probability of 16 / 256; if the cycle number is "4", then "cycle A → cycle B → cycle C" is selected as the cycle pattern with a probability of 193 / 256, "cycle A → cycle C" is selected as the cycle pattern with a probability of 16 / 256, and "cycle B → cycle C" is selected as the cycle pattern with a probability of 48 / 256.
[0094] On the other hand, in the case of a winning cycle, for example, if the cycle number is "1", the cycle pattern "cycle A → cycle B → cycle C" is selected with a probability of 256 / 256, if the cycle number is "2", the cycle pattern "cycle A → cycle B → cycle C" is selected with a probability of 192 / 256, and either "cycle A → cycle C" or "cycle B → cycle C" is selected with a probability of 32 / 256, and if the cycle number is "5", the cycle pattern "cycle A → cycle B → cycle C" is selected with a probability of 128 / 256, and either "cycle A → cycle C" or "cycle B → cycle C" is selected with a probability of 64 / 256. In this way, a periodic pattern in which the number of periods controlled in one period is smaller is more likely to be selected in a winning period than in a losing period. In addition, in the periodic pattern lottery of the non-advantageous state control processing, the normal stage play that is subsequently transitioned to is always the first period, so "1" will be referenced as the period number in the "Periodic Pattern Lottery Table (Missing Period)" and the "Periodic Pattern Lottery Table (Winning Period)". Furthermore, the periodic pattern is not limited to the pattern shown in FIG. 17, and the number of periods and combinations can be set arbitrarily.
[0095] Next, a lottery for the number of periodic games is executed (S11), and control is performed to transition to the normal stage (S12) (arrow a in FIG. 9), and the process ends. The periodic game number lottery determines the number of games to be played in each period controlled in the next period by referring to the "Period A Game Number Lottery Table (Missing Period / Hit Period)", "Period B Game Number Lottery Table (Missing Period / Hit Period)", and "Period C Game Number Lottery Table (Missing Period / Hit Period)" shown in Figure 18, and the results are stored in the memory unit.
[0096] The lottery for the number of periodic games determines the number of periodic games based on whether or not the period is a winning period and a pseudo-setting value. Specifically, as shown in Fig. 18, for cycle A, the number of cycle games is selected from, for example, 16 games, 32 games, or 64 games. For cycle B, the number of cycle games is selected from, for example, 50 games, 100 games, 150 games, or 200 games. For cycle C, the number of cycle games is selected from, for example, 23 games, 24 games, 31 games, or 32 games. In addition, a smaller number of cycle games is more likely to be selected during a losing cycle than during a winning cycle. In addition, in the case of a winning cycle, 23 games and 32 games are set to be selected in cycle C. Therefore, in cycle C, 32 games are selected as the number of games only in the winning cycle, so if the actual number of games exceeds 31, it is possible to increase the player's expectations. In addition, the player can guess the pseudo setting value and the setting value to some extent based on the number of cycle games in each cycle, which can also increase the interest of the game. As described above, the non-advantageous state control processing is carried out.
[0097] The slot machine 1 of this embodiment refers to the pseudo setting value determined at the time of transition to the advantageous zone during the advantageous zone and executes a lottery regarding the AT state. Specifically, in addition to the aforementioned period number lottery, period pattern lottery, winning period lottery, and period game number lottery, lotteries regarding the AT state are also carried out based on pseudo setting values for other lotteries described below (CZ stage lottery, AT state lottery, etc.). Therefore, by using one lottery table as another lottery table, it is possible to reduce the storage area for table data. Furthermore, each time a lottery is executed, the pseudo setting value is referenced without reference to the setting value set by the probability setting device 15, thereby improving processing efficiency. In addition, since the pseudo setting value is re-determined each time the game moves into an advantageous zone, it is possible to provide a variety of gameplay features and also make it difficult for players to distinguish the setting value.
[0098] (Normal stage) The normal stage is controlled to a non-AT state, which is a game state that is disadvantageous to the player, so the player will play while hoping to transition to a game state that is advantageous to the player as soon as possible. The normal stage is made up of a plurality of states (cycles), and for example, is made up of cycle A (first state), cycle B (third state), and cycle C (second state) as shown in Fig. 68 etc. In this embodiment, the number of types of cycles is three, but it may be two or less or four or more. Basically, each cycle is controlled in the order of cycle A → cycle B → cycle C, and one cycle consists of one or more cycles. For example, a game progresses with three cycles, cycle A → cycle B → cycle C, as one cycle.
[0099] The type of cycle controlled during one cycle is based on the cycle pattern. Specifically, the main control unit 10 operates as a state control means, thereby controlling each period based on a period pattern (for example, period A → period B → period C) determined in advance by period pattern lottery. The number of games to be played in each cycle is determined in advance by lottery for the number of games played in the cycle. Specifically, the main control unit 10 operates as a first number of games determination means and a second number of games determination means, so that, for example, cycle A determines either 16 games, 32 games, or 64 games, cycle B determines either 50 games, 100 games, 150 games, or 200 games, and cycle C determines either 23 games, 24 games, 31 games, or 32 games. In this way, the type of cycle controlled during one cycle is determined by the cycle pattern, and the number of cycle games in each cycle is determined.
[0100] The normal stage is controlled so as to transition to a game state (pseudo bonus A or AT stage) that is advantageous to the player when a game relating to one cycle has been executed a predetermined number of times. The predetermined number of times (number of cycles) is determined in advance by lottery before the start of the normal stage. The smaller the number of cycles determined, the shorter the duration of the normal stage, allowing for an early transition to an advantageous game state. In addition, in each cycle, if a predetermined condition is met (for example, if a transition lottery following a rare win is won), the game state is controlled to transition to one that is advantageous to the player. For example, if a specified condition is met in cycle A, it is possible to transition to pseudo bonus A (specific game state), and if a specified condition is met in cycle B and cycle C, it is possible to transition to CZ stage (special game state). In this way, the destination changes depending on the period of stay, which increases the excitement of the game and the player's expectations. Furthermore, in the normal stage, the difference in the cycle in which the player is staying is notified to the player in a distinguishable manner. For example, this is notified by a background image on the display 8, and a "day" background image is displayed during cycle A, an "evening" background image during cycle B, and a "night" background image during cycle C. Note that this display mode is just one example, and any notification mode can be adopted as long as it is associated with each cycle.
[0101] Next, each process executed during the normal stage will be described. During the normal stage, "cycle A control processing," "cycle B control processing," and "cycle C control processing" are executed. These processing will be explained in order below.
[0102] The cycle A control process performed by the main control unit 10 will be described with reference to FIG. The cycle A control process is executed when the type of the current cycle is cycle A. First, the main control unit 10 determines whether or not a third reel stop operation has been performed (S21). If it is determined that the third reel has not been stopped (S21: No), the processing is terminated, and if it is determined that the third reel has been stopped (S21: Yes), it is determined whether or not the AT state lottery has been won in this game (S22). The AT state lottery role is, for example, a weak cherry role, a strong cherry role, a watermelon role, a chance eye role, a special role A, and a special role B. The AT state lottery role is not limited to these, and can also be, for example, a non-rare role.
[0103] If it is determined that the AT state lottery role has been won (S22: Yes), the AT state lottery (normal) is executed (S23). The AT state lottery (normal) refers to the "AT state lottery table (normal)" shown in Figure 19, and executes a lottery to transition to the AT state based on the pseudo setting value and the winning role. For example, if you win a weak cherry role and the pseudo setting value is set to an odd number (1, 3, 5, 7), the probability of winning is 2 / 256, and if the pseudo setting value is set to an even number (2, 4, 6), the probability of winning is 1 / 256. In addition, if you win the Strong Cherry role and the pseudo setting value is set to an odd number (1, 3, 5, 7), the probability of winning is 32 / 256, and if the pseudo setting value is set to an even number (2, 4, 6), the probability of winning is 16 / 256. In addition, if you win special role A or special role B, the win is confirmed (256 / 256). Although the explanation is omitted, other winning combinations are also drawn by lottery with the probabilities shown in the figure. In this way, regardless of the size of the pseudo set value, odd numbers are more likely to result in a win than even numbers. However, this is not limited to this, and it may be configured so that the larger the pseudo set value, the easier it is to win.
[0104] Next, it is determined whether or not the AT state lottery (normal) has been won (S24). If it is determined that the AT state lottery (normal) has been won (S24: Yes), the AT type lottery (granted during normal play) is executed (S25), and control is exercised to transition to the determined game state (pseudo bonus) (S26) (arrow e in Figure 9). The AT type lottery (awarded during normal times) determines the transition destination by lottery based on the number of games played in the advantageous zone (value indicated by counter A1) by referring to the ``AT type lottery table (awarded during normal times)'' shown in Figure 20. For example, if the number of games played in the advantageous zone (the value indicated by counter A1) is "299 games or less," the transition destination is set to be "Pseudo Bonus A1" with a probability of 120 / 256, "Pseudo Bonus A3" with a probability of 128 / 256, and "Pseudo Bonus A4" to "Pseudo Bonus A7" with a probability of 2 / 256. In addition, if the number of games played in the advantageous zone (the value indicated by counter A1) is "900 games or more," the transition destination is set to be "pseudo bonus A2" (256 / 256). In this way, the type of AT state (pseudo bonus) that you enter afterwards will differ depending on the number of games played in the advantageous zone. The number of games consumed in the advantageous zone that will result in the lottery for transitioning to the gaming state may be a number other than those mentioned above, or the lottery for transitioning to the gaming state may be held for all games. Also, the number of games that are the subject of the lottery may be changed when a predetermined condition is met.
[0105] In addition, in the AT type lottery (given during normal play), the greater the number of games played in the advantageous zone, the easier it is to win the "Pseudo Bonus A2." This is due to the following reasons. When the number of games played in the advantageous zone is large, i.e., when it is close to the advantageous zone limiter (1,500 games), the duration of the AT state (pseudo bonus, AT stage, etc.) that is subsequently entered within the same advantageous zone will be shorter, which is disadvantageous for the player. Therefore, when transitioning from the normal stage to the AT state (pseudo bonus, AT stage, etc.), if the number of remaining advantageous zone games is small, it is easier to transition to pseudo bonus A2, and after the pseudo bonus A2 ends, the transition is controlled so that the non-advantageous state transitions to the CZ stage (CZ3). This resets the number of games played in the advantageous zone (the value indicated by counter A1), allowing you to move to the CZ stage (CZ3) immediately after the start of a new advantageous zone, and if you then win the lottery to move to the AT state, you can ensure a sufficient stay period.
[0106] In S22, if it is determined that the AT state lottery role is not won (S22: No), it is determined whether or not the player has the "CZ stage transition right" described below (S27). If it is determined that the player has the right to move to the CZ stage (S27: Yes), the "CZ mode" is initialized (set to CZ mode 1) (S31). "CZ mode" is a mode that affects the ease of transition to the CZ stage, and is set, for example, in four stages (1 to 4). The mode is promoted in the order of CZ mode 1 (default value) → CZ mode 2 → CZ mode 3 → CZ mode 4, and is controlled so that it does not degrade until transitioning to the CZ stage, and is reset to CZ mode 1 when transitioning to the CZ stage. The CZ mode is not limited to four stages, but may be three stages or less or five stages or more.
[0107] On the other hand, if it is determined that the player does not have the right to move to the CZ stage (S27: No), it is determined whether or not the CZ stage lottery role has been won in the current game (S28). The CZ stage lottery winning roles are, for example, the weak cherry role and the watermelon role. Note that it is not limited to these, and for example, other rare roles or non-rare roles can also be set. If it is determined that the CZ stage lottery winning role has been won (S28: Yes), the CZ stage lottery is executed (S29). The CZ stage lottery refers to the "CZ stage lottery table (CZ modes 1 to 4)" shown in FIG. 21, and based on the current CZ mode and the pseudo-setting value, a lottery for transitioning to the CZ stage is executed. As shown in FIG. 21, it is possible to transition to CZ1, CZ2, or CZ4 in the CZ stage, and based on the relationship of CZ4 < CZ2 < CZ1, it is easier to win. Also, based on the relationship of CZ mode 1 < CZ mode 2 < CZ mode 3 < CZ mode 4, it is easier to win.
[0108] For example, in the case of CZ mode 1, when "1" is set in the pseudo-setting value, it is set to win "CZ1" with a probability of 29 / 256, win "CZ2" with a probability of 2 / 256, and win "CZ4" with a probability of 1 / 256. When "7" is set in the pseudo-setting value, it is set to win "CZ1" with a probability of 46 / 256, win "CZ2" with a probability of 16 / 256, and win "CZ4" with a probability of 2 / 256. Also, in the case of CZ mode 4, when "1" is set in the pseudo-setting value, it is set to win "CZ1" with a probability of 60 / 256, win "CZ2" with a probability of 18 / 256, and win "CZ4" with a probability of 1 / 256. When "7" is set in the pseudo-setting value, it is set to win "CZ1" with a probability of 67 / 256, win "CZ2" with a probability of 34 / 256, and win "CZ4" with a probability of 5 / 256. Also, although the description is omitted, lotteries are also conducted with the probabilities shown in the figure for other CZ modes and pseudo-setting values.
[0109] Next, it is determined whether or not the CZ stage lottery has been won (S30). If it is determined that the player has won the CZ stage lottery (S30: Yes), the CZ mode is initialized (S31) and the player is controlled to transition to the CZ type determined in the CZ stage lottery (S32) (arrow d in Figure 9).
[0110] If it is determined in S28 that the CZ stage lottery has not been won (S28: No), or if it is determined in S30 that the CZ stage lottery has not been won (S30: No), the CZ mode lottery is executed (S33). The CZ mode lottery determines the CZ mode by lottery based on the pseudo setting value and the current CZ mode by referring to the "CZ mode lottery table" shown in Figure 22. For example, if the pseudo setting value is 1 to 5, if the current CZ mode is CZ mode 1, "CZ mode 2" is selected with a probability of 4 / 256, if the current CZ mode is CZ mode 2, "CZ mode 3" is selected with a probability of 3 / 256, and if the current CZ mode is CZ mode 3, "CZ mode 4" is selected with a probability of 2 / 256. In addition, when the pseudo setting value is 6 to 7, if the current CZ mode is CZ mode 1, "CZ mode 2" is selected with a probability of 8 / 256, if the current CZ mode is CZ mode 2, "CZ mode 3" is selected with a probability of 8 / 256, and if the current CZ mode is CZ mode 3, "CZ mode 4" is selected with a probability of 8 / 256.
[0111] In this way, the larger the pseudo setting value, the easier it is to win (the CZ mode is promoted). In the CZ mode lottery, it is assumed that the CZ mode is promoted one level at a time, and once promoted, it will not be demoted until it is reset, but this is not limited to this, and the CZ mode may be demoted by lottery, or may be promoted or demoted by multiple levels. In addition, the initial value of the CZ mode may be other than CZ mode 1. In addition, although it is assumed that the CZ mode will not be notified to the player, it may be notified to the player.In this case, the higher the CZ mode, the higher the probability of transitioning to the CZ stage, which can increase the player's sense of anticipation.
[0112] Next, it is determined whether or not it is the final game of the cycle A (S34). If it is determined that the game is not the final game of cycle A (S34: No), the processing is terminated, and if it is determined that the game is the final game of cycle A (S34: Yes), a determination is made as to whether or not the special control right described below is possessed (S35). If it is determined that the special control right is owned (S35: Yes), the special control right is used to control the gaming state to transition to a non-advantageous state (S36) (arrow c in FIG. 9). On the other hand, if it is determined that the special control right is not held (S35: No), the cycle pattern is referenced to determine whether the cycle to be controlled next is cycle C or not (S37).
[0113] If it is determined that the next cycle to be controlled is not cycle C (S37: No), it is controlled to cycle B (S41). On the other hand, if it is determined that the next cycle to be controlled is cycle C (S37: Yes), it is determined whether the cycle is a hit cycle or not (S38). If it is determined that the cycle is a winning cycle (S38: Yes), an AT type lottery (awarded after cycle C ends) is executed (S39), and the game state is controlled to cycle C (S40). The AT type lottery (granted after the end of cycle C) is carried out by referring to the "AT type lottery table (granted after the end of cycle C)" shown in Figure 23, and the destination to move to after the end of the normal stage is determined by lottery based on the number of games played in the advantageous zone (the value indicated by counter A1). The destination to transition to after the normal stage ends, determined in the lottery, is referenced during the subsequent cycle C (cycle C control processing), and transition to the AT state occurs during cycle C.
[0114] For example, if the number of games consumed in the advantageous zone is "299 games or less," the transition destination is set to be "Pseudo Bonus A1" with a probability of 120 / 256, "Pseudo Bonus A3" with a probability of 124 / 256, and "Pseudo Bonus A4" to "Pseudo Bonus A7" or "AT Stage (Normal Preparation Stage, Special Preparation Stage)" with a probability of 2 / 256. In addition, if the number of games consumed in the advantageous zone is "900 games or more," the transition destination is set to be "Pseudo Bonus A2" (256 / 256). In this way, the destination changes depending on the number of games played in the advantageous zone, and for the same reason as the AT type lottery (awarded during normal play) mentioned above, the greater the number of games played in the advantageous zone, the easier it is to win the pseudo bonus A2. As described above, the period A control process is performed.
[0115] In this way, if the current cycle is a winning cycle (specific cycle) and cycle C (second state) is controlled after cycle A, it is determined whether to control to one of the game states including pseudo bonus A (specific game state) and AT stage (special game state), and at the end of cycle C, it is possible to control to the determined game state. This allows, for example, a presentation that suggests the destination game state to be transitioned to during cycle C, which is transitioned after the destination game state is determined, thereby increasing interest.
[0116] Next, the cycle B control process performed by the main control unit 10 will be described with reference to FIG. The cycle B control process is executed when the type of the current cycle is cycle B. First, the main control unit 10 determines whether or not a third reel stop operation has been performed (S51). If it is determined that the third reel has not been stopped (S51: No), the processing is terminated, and if it is determined that the third reel has been stopped (S51: Yes), a determination is made as to whether or not the player has the right to transition to the CZ stage (S52). In the subsequent steps S52 to S58, the same processes as those in steps S27 to S33 in the cycle A control process described above are executed.
[0117] Next, it is determined whether or not it is the final game of cycle B (S59), and if it is determined that it is the final game of cycle B (S59: Yes), it is determined whether or not the cycle is a winning cycle (S60). If it is determined that the cycle is a winning cycle (S60: Yes), an AT type lottery (awarded after the end of cycle C) is executed (S61), and the game state is controlled to cycle C (S62). The AT type lottery (awarded after the end of cycle C) is the same as S39 of the cycle A control process described above, and by referring to the "AT type lottery table (awarded after the end of cycle C)" shown in Figure 23, the destination after the end of the normal stage is determined by lottery based on the number of games played in the advantageous zone. As described above, the cycle B control process is performed.
[0118] Next, the cycle C control process performed by the main control unit 10 will be described with reference to FIG. The cycle C control process is executed when the type of the current cycle is cycle C. First, the main control unit 10 determines whether or not a third reel stop operation has been performed (S71). If it is determined that the third reel has not been stopped (S71: No), the processing is terminated, and if it is determined that the third reel has been stopped (S71: Yes), it is determined whether the cycle is a winning cycle (S72). If it is determined that the cycle is a winning cycle (S72: Yes), it is determined whether it is the final game of cycle C (S80), and if it is determined that the cycle is not a winning cycle (S72: No), it is determined whether or not the player has the right to transition to the CZ stage (S73). The subsequent process of transitioning to the CZ stage in steps S73 to S79 is substantially the same as that in steps S27 to S33 in the cycle A control process described above.
[0119] The difference from the cycle A control processing is that in the cycle A control processing, if the CZ stage lottery is won, the cycle A processing is interrupted and control is exercised to transition to the CZ stage, whereas in the cycle C control processing, if the CZ stage lottery is won, control is exercised to transition to the CZ stage after the end of cycle C, rather than transitioning to the next cycle (cycle A or cycle B). Therefore, if the player wins the CZ stage lottery during cycle C (S76: Yes), the player is granted the right to transition to the CZ stage and the right is stored in the memory unit (S78), and then in cycle A or cycle B to which the player transitions thereafter, the player uses the CZ stage transition right to transition to the CZ stage. As a result, among cycles A, B, and C, the only advantageous game state that can be entered during cycle C before the number of cycle games is consumed is the AT stage, so the player's expectations for gameplay during cycle C can be higher than during cycles A and B. However, this is not limited to this, and if you win the CZ stage lottery in cycle C, you may transition to the CZ stage during cycle C.
[0120] Next, it is determined whether or not it is the final game of cycle C (S80), and if it is determined that it is the final game of cycle C (S80: Yes), it is determined whether or not the cycle is a winning cycle (S81). If it is determined that the cycle is a winning cycle (S81: Yes), the system controls to transition to the AT state (S82) (arrows e, f in Figure 9). In this case, the transition destination is the game state (pseudo bonus A or AT stage) determined in the AT type lottery executed in the immediately preceding cycle A or cycle B (awarded after the end of cycle C).
[0121] If it is determined that the cycle is not a winning cycle (S81: No), it is determined whether the number of games played in the advantageous zone (the value indicated by the counter A1) is equal to or greater than a predetermined number (S83). For example, it is determined whether the number of games played is equal to or greater than "900 games." If it is determined that the number of games played in the advantageous zone is equal to or greater than a predetermined number (S83: Yes), a special control right is granted, stored (stocked) in the memory unit (S84), and controlled to cycle A (S85). The special control right is a right to transition to a non-advantageous state. In other words, it is a right to end the advantageous zone and transition to the normal zone. The special control right stocked during cycle C is intended to be used during cycle A, which is controlled after cycle C ends (S36 of the cycle A control process).
[0122] In this way, if the number of remaining advantageous zone games is small at the end of one cycle, the game is forcibly controlled to go from cycle A to a non-advantageous state after the end of cycle C. This is because if the player subsequently transitions to an AT state (pseudo bonus, AT stage, etc.) during the same advantageous period, the period until the advantageous period limiter (1,500 games) will be short, and the period of time spent in the AT state will be short, which will be disadvantageous to the player.Therefore, after the end of cycle C, the player transitions to a non-advantageous state, and the number of games consumed in the advantageous period (the value indicated by counter A1) is reset. This allows you to move to the CZ stage (CZ3) immediately after the start of a new advantageous zone, and if you win the lottery to move to the AT state, you can ensure a sufficient stay period.
[0123] On the other hand, if it is determined that the number of games played in the advantageous zone is not equal to or greater than the predetermined number (S83: No), it is determined whether the next cycle is a ceiling cycle (S86). The ceiling period is the last period among the period numbers determined in the period number lottery. For example, if the period number is determined to be "3", it refers to the third period. If it is determined that the next cycle is not a ceiling cycle (S86: No), a winning cycle lottery is executed (S87), and a cycle pattern lottery and a cycle pattern lottery are executed (S88 to S89). On the other hand, if it is determined that the next cycle is a ceiling cycle (S86: Yes), a cycle pattern lottery and a cycle pattern lottery are executed (S88 to S89). The winning cycle lottery, cycle pattern lottery, and cycle game number lottery (S87 to S89) are executed in the same manner as S9 to S11 in the non-advantageous state control process described above. However, in the periodic pattern lottery (S10) in the non-advantageous state control processing, "1" is always referenced as the period number, but in the periodic pattern lottery in the period C control processing, the lottery is based on the following period number. Finally, the periodic pattern determined by the periodic pattern lottery is referenced to determine whether the next period to be controlled is period A (S90), and the period is controlled to period A or period B (S85, S91). In this way, the periodic pattern and the number of periodic games in each period are determined for each period. Therefore, since the number of controlled cycles, the type of cycle, and the number of cycle games differ for each cycle, the duration of stay in the normal stage changes, making it possible to diversify the game content and increase interest. As described above, the cycle C control process is performed. In addition, the normal stage may be configured to have a normal probability state and a high probability state with different probabilities of transitioning to the AT state (pseudo bonus A or AT stage), and during the high probability state, when a rare role or the like is won, the transition process to the AT state may be performed with a higher probability than the winning probability in the normal probability state.
[0124] As described above, in the normal stage, one cycle can be made up of multiple cycles, as shown in Figure 68, and the type of benefit (for example, the game state to which the player transitions) that is awarded in the lottery for the benefit that is executed for each cycle can be different. This prevents the game from becoming monotonous and prevents a decline in interest. For example, if a predetermined condition is met in cycle A (for example, winning the AT state lottery), it can be controlled to pseudo bonus A (specific gaming state), and if a predetermined condition is met in cycle C (winning the CZ stage lottery), it can be controlled to CZ stage (special gaming state).
[0125] (CZ Stage) The CZ stage is controlled to a non-AT state, and is a gaming state consisting of CZ1 to CZ4 and CZ5. CZ1, 2 and CZ4 start from the normal stage, CZ3 starts from a non-advantageous state, and CZ5 starts from CZ3. CZ1 to CZ4 continue until the number of navigation notifications set at the start of the CZ stage is exhausted (until the number of navigation notifications reaches "0"), and a game with a transition to the AT state is executed until the number of navigation notifications is exhausted. The number of navigation announcements is given a predetermined number (for example, 3 times) at the start of the CZ stage, and is subtracted by 1 when a replay role is won. Also, there is a case where an addition (addition) is made during CZ1 to CZ4. That is, in CZ1 to CZ4, the player plays with the aim of winning the AT state lottery before the number of navigation notifications reaches "0".
[0126] In CZ1 to CZ4, if you win the AT state lottery, the destination will differ depending on the type of CZ. Specifically, as shown in Figure 11, CZ1 can transition to pseudo bonus A1, pseudo bonus A3 to pseudo bonus A7, and the AT stage, CZ2 can transition to pseudo bonus A3 to pseudo bonus A7, and the AT stage, CZ3 can transition to the AT stage, and CZ4 can transition to pseudo bonus A4 to pseudo bonus A7 as well as the AT stage.
[0127] During the CZ stage, for example, a presentation screen such as that shown in FIG. Figure 69(a) shows an example of the presentation screen for CZ1 and CZ2, Figure 69(b) shows an example of the presentation screen for CZ3, Figure 69(c) shows an example of the presentation screen for CZ4, and Figure 69(d) shows an example of the presentation screen for CZ5. In CZ1 to CZ4, the remaining number of navigation announcements 81 is displayed at the top of the screen, and a stage explanation image 82 is displayed at the bottom of the screen. The stage explanation image 82 shows, for example, the benefits that may be awarded during each CZ, and for example, in CZ1 and CZ2 it displays "Bonus if successful!?", in CZ3 it displays "AT stage if successful!?", and in CZ4 it displays "Bonus + AT stage if successful!?" Furthermore, CZ1 and CZ2 are displayed on screen in the same display format, while CZ3 differs only in the display of the stage explanation image 82. This makes it difficult for the player to recognize that they are then in CZ2, which is controlled to be in a non-advantageous state. In CZ4 and CZ5, different effect images (effect image B, effect image C) are displayed than in CZ1 to CZ3. In other words, it is possible to recognize that you are in CZ4 or CZ5, where there is a high possibility of transitioning to the AT stage. Note that the same effect image may be displayed for CZ3 and CZ5, making it difficult to distinguish between the games of CZ3 and CZ5, and making it appear as if a series of games is being played.
[0128] CZ5 continues until the push order bell spill numbers stop and are displayed consecutively, and during that period, a game is played with the possibility of transitioning to the AT state. Specifically, if the total number of times that rare roles and push order bell roles A1 and A2 have been won during the continuation period reaches a specified number, the transition to the AT state is confirmed. For example, it is possible to transition to the pseudo bonus A1 or AT stage. In CZ5, the remaining number of times, 83, is displayed at the top of the screen (Figure 69(d)). The number of times is predetermined in the previous CZ3, and is decremented by one each time a rare combination is won or the push order bell combinations A1 and A2 are won. The figure shows that there are three remaining times out of the four predetermined number of times.
[0129] Next, the CZ stage control process performed by the main control unit 10 will be described with reference to FIGS. First, the CZ1 to CZ4 control processes will be described with reference to FIG. The CZ1 to CZ4 control processes are started when the current gaming state is CZ1 to CZ4. First, the main control unit 10 determines whether or not a third reel stop operation has been performed (S101). If it is determined that the third reel stop operation has not been performed (S101: No), the process ends. If it is determined that the third reel stop operation has been performed (S101: Yes), it is determined whether or not a common single - winning combination or an AT - state lottery - winning combination has won in this game (S102).
[0130] If it is determined that a common single - winning combination or an AT - state lottery - winning combination has won (S102: Yes), it is determined whether or not a special combination A or a special combination B has won among these winning combinations (S103). If a special combination A or a special combination B has won (S103: Yes), the transition to the AT state is confirmed, and an AT - type lottery (CZ) described later is executed (S106). On the other hand, if a special combination A or a special combination B has not won (S103: No), an AT - state lottery (CZ) is executed (S104). The AT - state lottery (CZ) refers to the "AT - state lottery table (CZ1 - 4)" shown in FIG. 24, and for each type of CZ to stay, a transition lottery to the AT state is executed based on the pseudo - set value. Specifically, the larger the pseudo - set value, the easier it is to win, and it is easier to win based on the relationship CZ3 < CZ1 < CZ2 < CZ4.
[0131] Next, it is determined whether or not the AT - state lottery (CZ) has won (S105). If it is determined that it has won (S105: Yes), an AT - type lottery (CZ) is executed (S106). The AT - type lottery (CZ) refers to the "AT - type lottery table (CZ)", "AT - type lottery table (CZ (special combination))" shown in FIG. 25, and based on the type of CZ to stay, the destination of the transition is determined by lottery.
[0132] For example, as shown in FIG. 25, in the case of CZ1, pseudo bonus A1 is set to be selected with the highest probability among pseudo bonus A1, pseudo bonus A3 to pseudo bonus A7, normal preparation stage, and special preparation stage; in the case of CZ2, pseudo bonus A3 is set to be selected with the highest probability among pseudo bonus A3 to pseudo bonus A7, normal preparation stage, and special preparation stage; in the case of CZ3, normal preparation stage is set to be selected with the highest probability among normal preparation stage and special preparation stage; and in the case of CZ4, pseudo bonus A4 is set to be selected with the highest probability among pseudo bonus A4 to pseudo bonus A7. In addition, if special role A is won, the normal preparation stage is selected with a probability of 240 / 256, and the special preparation stage is selected with a probability of 16 / 256. If special role B is won, the special preparation stage is selected with a probability of 256 / 256. Then, control is performed to transition to the gaming state determined in the AT type lottery (CZ) (S107) (arrows j and g in FIG. 9).
[0133] During the CZ stage, an expectation effect is executed on the display 8 to heighten the player's sense of anticipation for the transition to the AT state. Specifically, the sub-controller 20 notifies the player on the display 8 to prompt the player to perform a button press operation. For example, if special role A or special role B is won, an image prompting the operation to stop the red 7 symbol (for example, "Aim for red 7!") is displayed. At this time, by pressing the red 7 symbol, if special role A is won, a single red 7 alignment can be stopped, and if special role B is won, a double red 7 alignment can be stopped. In addition, if a common 1-piece role is won, an image prompting the player to stop the BAR symbol (for example, "Aim for the BAR!") and a push order guide prompting the player to press the buttons in reverse are displayed. At this time, by pressing the buttons in reverse, the player can stop the BAR pattern by pressing the buttons in the correct order. If the common 1-piece role is won, the above effect is executed only if the AT state lottery (CZ) is won. In addition, if the AT state lottery (CZ) is not won, a push order navigation that encourages other than reverse push (for example, forward push) may be announced.
[0134] If it is determined in S105 that the AT state lottery (CZ) has not been won (S105: No), it is determined whether or not a rare role (weak cherry role, watermelon role, chance eye role, strong cherry role) has been won (S108). If it is determined that a rare combination has been won (S108: Yes), a lottery for adding to the number of navigation notifications is executed (S109). The navigation notification count addition lottery refers to the "navigation notification count addition lottery table" shown in FIG. 26, and performs a lottery to add (add) the navigation notification count based on the winning combination. For example, if a weak cherry symbol is won, there is a 64 / 256 probability that "1" will be selected as the number of additional wins, and if a watermelon symbol is won, there is a 48 / 256 probability that "1" will be selected as the number of additional wins, and there is a 16 / 256 probability that "2" will be selected as the number of additional wins. In addition, if a chance eye role or a strong cherry role is won, an additional bonus will be added. Then, it is determined whether or not the user has won the lottery to add to the number of navigation notifications (S110), and if it is determined that the user has won (S110: Yes), the additional number is added to the current number of navigation notifications (S111), and the process ends.
[0135] In S102, when it is determined that the common 1-piece role or the AT state lottery role is not won (S102: No), it is determined whether or not the replay role is won (S112). If it is determined that the replay role has not been won (S112: No), the processing is terminated, and if it is determined that the replay role has been won (S112: Yes), the number of navigation notifications is decremented by 1 (S113). At this time, the sub-controller 20 executes the same expectation effect as above on the display 8 (for example, a push order navigation that encourages reverse pushes, saying "Aim for the BAR!"), and notifies the player to encourage the player to perform a push-by operation. In this case, even if the player performs a push-by operation to aim for the BAR symbol by reverse push, the BAR alignment is not displayed as a stopped BAR, but the BAR tenpai alignment is displayed as a stopped BAR. In other words, a fake effect is executed that attracts the player's sense of expectation, as if they had won the lottery to transition to the AT state.
[0136] Next, it is determined whether the number of navigation notifications has reached "0" (S114). When it is determined that the number of navigation notifications has reached "0" (S114: Yes), a game state transition process is executed according to the type of CZ in which the player is staying (S115 to S120). In other words, when a replay role is won, the number of navigation notifications is decremented, and the AT state lottery is not won before the number of navigation notifications reaches "0". For example, in the case of CZ1 or CZ2 (S115: Yes), control is performed to transition to the normal stage (S116) (arrow h in FIG. 9). At this time, control is performed to return to the cycle at the time of entering the CZ stage. In the case of CZ4 (S115: No, S117: No), control is performed to transition to pseudo bonus A (S120) (arrow g in FIG. 9).
[0137] In the case of CZ3 (S115: No, S117: Yes), a specified number of lotteries are executed (S118), and control is performed to move to CZ5 (S119) (arrow i in FIG. 9). In the specified number of times lottery, by referring to the "specified number of times lottery table" shown in Figure 27, the specified number of times to be managed in CZ5, which will be transitioned to after the end of CZ3, is determined in advance based on the pseudo setting value and stored in the memory unit. For example, when the pseudo setting value is large (such as "6" or "7"), the probability that a smaller number of specified times will be selected is set to be higher. Also, when the pseudo setting value is odd, a smaller number of specified times is more likely to be selected than when the pseudo setting value is even. However, this is not limited to this, and it may be set so that the larger the pseudo setting value, the more likely a smaller number of specified times will be selected. As described above, the CZ1 to CZ4 control processes are performed.
[0138] Next, the CZ5 control process will be described with reference to FIG. The CZ5 control process starts when the current game state is CZ5. First, the main control unit 10 determines whether or not a third reel stop operation has been performed (S121). If it is determined that the third reel has not been operated to stop (S121: No), the processing is terminated, and if it is determined that the third reel has been operated to stop (S121: Yes), it is determined whether or not the special preparation stage lottery role has been won in this game (S122). The special preparation stage lottery combination is, for example, a weak cherry combination, a strong cherry combination, a watermelon combination, or a chance combination. However, it is not limited to these, and other winning combinations may also be used.
[0139] If it is determined that the special preparation stage lottery combination is successful (S122: Yes), a special preparation stage lottery is executed (S123). The special preparation stage lottery refers to the "special preparation stage lottery table" shown in FIG. 28, and executes a lottery for transition to the special preparation stage based on the winning combination of the current game. For example, if you win a weak cherry or watermelon role, the probability of winning is 1 / 256, if you win a chance eye role, the probability of winning is 32 / 256, and if you win a strong cherry role, the probability of winning is 64 / 256.
[0140] Next, it is determined whether or not the player has been selected to enter the special preparation stage (S124), and if it is determined that the player has been selected to enter the special preparation stage (S124: Yes), control is performed to transition to the special preparation stage (S125) (arrow m in Figure 9). Furthermore, if the special preparation stage lottery is won, the sub-controller 20 may execute a button effect. For example, the display 8 may display an image imitating an operation button that prompts the player to operate the effect button 2c, or an operation image consisting of text information instructing the player to operate the effect button 2c (for example, "PUSH"), and when the effect button 2c is operated, an image that congratulates the player on the win may be displayed. In addition, the probability of the button effect being executed may be varied depending on the type of winning combination, and the content of the effect may be varied.
[0141] On the other hand, if it is determined in S122 that the special preparation stage lottery role has not been won (SS122: No), or if it is determined that the special preparation stage lottery role has not been won (S124: No), it is determined whether the specified number of times subtraction condition has been met (S126). The specified number of times subtraction condition is met, for example, when a rare role is won or when the push order bell roles A1 and A2 are won. If it is determined that the condition for subtracting the specified number of times is met (S126: Yes), the current specified number of times is subtracted by 1 (S127). The specified number of times is determined in advance by a specified number of times lottery in the immediately preceding CZ3, and is set at the start of CZ5. Next, it is determined whether the specified number of times has reached "0" (S128). In other words, it is determined whether the total number of times the rare combination has been won and the number of times the push order bell combinations A1 and A2 have been won has reached the specified number of times, and whether it is possible to acquire the right to transition to the AT state.
[0142] If it is determined that the specified number of times has reached "0" (S128: Yes), an AT type lottery (CZ5) is executed (S129). The AT type lottery (CZ5) determines the transition destination by lottery based on the pseudo setting value by referring to the "AT type lottery table (CZ5)" shown in Figure 29. For example, one of the pseudo bonus A1, normal preparation stage or special preparation stage is selected, and the pseudo bonus A1 is selected with the highest probability. Then, control is performed to transition to the gaming state determined in the AT type lottery (CZ5) (S130) (arrows l and m in FIG. 9).
[0143] On the other hand, if it is determined in S128 that the specified number of times has not reached "0" (S128: No), it is determined whether the CZ5 guaranteed number of times is "0" (S131). The CZ5 guaranteed number of times is a value used to manage the continuous stop display of the push order bell spill during CZ5, and is decremented by 1 when the push order bell spill stops. For example, the CZ5 guaranteed number of times is set to "1" when the CZ5 starts. However, the CZ5 guaranteed number of times is not limited to this and can be set arbitrarily. If it is determined that the CZ5 guaranteed number of times is not "0" (is "1") (S131: No), the processing ends; on the other hand, if it is determined that the CZ5 guaranteed number of times is "0" (S131: Yes), the CZ5 guaranteed number of times is incremented by 1 (added on), and the processing ends. In other words, when the guaranteed number of CZ5 plays is "0" (CZ5 will end when the push order bell drop symbol stops one more time), if a rare role is won or the push order bell roles A1 and A2 are won, the guaranteed number of CZ5 plays will be increased by 1 (restored).
[0144] In S126, if it is determined that the specified number of times subtraction condition is not met (S126: No), it is determined whether the CZ5 guaranteed number of times subtraction condition is met (the push order bell spill pattern has stopped and displayed) (S133). If it is determined that the CZ5 guaranteed number of times subtraction condition is met (S133: Yes), it is determined whether the CZ5 guaranteed number of times is "0" (S134). In other words, it is determined whether the push order bell spill symbol was stopped and displayed when the previous push order bell role A was won. If it is determined that the CZ5 guaranteed number is not "0" (is "1") (S134: No), the CZ5 guaranteed number is decremented by 1 (S135), and the process ends. On the other hand, if it is determined that the guaranteed number of CZ5 times is "0" (S134: Yes), the pre-processing for transition to the normal stage (cycle number lottery (S136) ~ transition to the normal stage (S141)) is executed. In other words, it is determined that the push order bell spill symbols have stopped and displayed consecutively, CZ5 ends, and transition to the normal stage occurs (arrow k in Figure 9). The normal stage pre-transition process (S136 (cycle number lottery) to S141 (transition to normal stage)) is executed in the same manner as S7 (cycle number lottery) to S12 (transition to normal stage) in the non-advantageous state control process. The CZ5 control process is carried out as described above.
[0145] In this way, CZ5 has a gameplay feature in which if the total number of times that rare roles have been won and the number of times that Push Order Bell Role A has been won reaches a specified number of times (if the specified number of times reaches "0") before the Push Order Bell Spill symbol stops and is displayed consecutively (until the guaranteed number of times for CZ5 is consumed), the transition to the AT state is confirmed. Therefore, even if the transition to the AT state does not occur in CZ3 and the game enters CZ5, there is a possibility of transitioning to the AT state, so the player's sense of anticipation can be maintained. In addition, CZ5 starts after the end of CZ3, which is transitioned to immediately after the start of the advantageous zone, so it may start immediately after the end of the AT state (pseudo bonus A or AT stage). In such cases, since it is possible to return to the AT state again, it also functions as a pull-back zone, which can increase the fun of the game.
[0146] (Pseudo Bonus A) The pseudo bonus A is controlled in the AT state, and all push order navigation corresponding to the 1st to 3rd reel stop operation of the winning push order bell role is displayed. Therefore, it is a game state where an increase in medals can be expected. Pseudo Bonus A consists of seven pseudo bonuses, A1 to A7, each of which can continue for a predetermined period of time (for example, 30 games). After the pseudo bonus ends, the destination changes depending on the pseudo bonus in which you are staying. Specifically, as shown in Figure 12, etc., pseudo bonus A1 can transition to the normal stage or the AT stage, pseudo bonus A2 can transition to a non-advantageous state, pseudo bonus A3 can transition to a non-advantageous state, CZ3 or the AT stage, pseudo bonuses A4 to A6 can transition to the AT stage, and pseudo bonus A7 can transition to the special AT stage. In other words, for pseudo bonuses A4 to A7, transition to the AT stage is confirmed at the same time as the pseudo bonus is entered, and for pseudo bonuses A1 and A3, the game progresses with the aim of transitioning to the AT stage during the pseudo bonus.
[0147] In addition, a pseudo game is executed in the first game of the pseudo bonus A. A pseudo game is a state in which no game is actually in progress, and the operation and stopping of the reel 41 is carried out in the same way as in a normal game, making the player feel as if the game is in progress. Specifically, when the start lever 3 is operated, the reels 41 are rotated in reverse, and then a reel effect is produced in which a specific symbol combination (red 7, red 7, red 7) is temporarily stopped on a predetermined line, and it is announced that pseudo bonus A has been generated. During the reel effect period, operation of the stop button 5 is invalid, so that even if the reels 41 are operating, the game cannot proceed. After the reel effect period, by operating the start lever 3, the reels 41 rotate forward, operation of the stop button 5 becomes valid, and the first game of the pseudo bonus A is resumed.
[0148] Next, various processes executed during the pseudo bonus A will be described. During the pseudo bonus A, a "pseudo bonus A1 control process" and a "pseudo bonus A2 to A7 control process" are executed. These processes will be explained in order below.
[0149] First, the pseudo bonus A1 control process performed by the main control unit 10 will be described with reference to FIGS. The pseudo bonus A1 has a low probability state (hereinafter also referred to as low probability), a high probability state (hereinafter also referred to as high probability) in which it is easier to win the AT stage than in the low probability state, and an ultra-high probability state (hereinafter also referred to as ultra-high probability) in which it is easier to win the AT stage than in the high probability state. During the pseudo bonus A1, the current probability state is notified to the player in a recognizable manner. For example, this is notified by the type and color of the background image on the display 8. Note that this display mode is just one example, and any notification mode can be adopted as long as it is associated with each probability state. Therefore, during the pseudo bonus A1, the player will play with the aim of transitioning to the AT stage, hoping to transition to a high probability state or an ultra-high probability state.
[0150] The pseudo bonus A1 control process is started when the current gaming state is the pseudo bonus A1. First, the main control unit 10 determines whether or not a third reel stop operation has been performed (S151). If it is determined that the third reel has not been stopped (S151: No), the processing is terminated, and if it is determined that the third reel has been stopped (S151: Yes), it is determined whether or not a common 1-piece role or an AT state lottery role has been won in the current game (S152).
[0151] If it is determined that the common 1-piece role or the AT state lottery role has been won (S152: Yes), it is determined whether or not the transition to the AT stage has been confirmed (S153). In other words, it is determined whether or not the transition lottery to the AT stage has already been won and the right to transition to the AT stage has been acquired. If it is determined that the transition to the AT stage has been confirmed (S153: Yes), a lottery for acquiring stocks is executed (S154). The lottery for winning stocks is carried out by referring to the "chance stock lottery table" or "set stock lottery table" shown in Figure 30, and a lottery for winning chance stocks or set stocks is carried out based on the winning combination of the current game. Specifically, it is easier to win based on the relationship of special role < common 1-piece role < weak cherry role, watermelon role < chance eye role < strong cherry role.
[0152] Chance stocks are rights that can be controlled by pseudo bonus B when owned in the AT stage (normal AT stage). They are also referenced in the battle breakthrough lottery that is carried out in the AT stage (battle stage). If you have a set stock in the end waiting stage, you can control it again to the normal preparation stage. In other words, the AT stage will continue. Therefore, the more of these stocks you have, the more advantageously you can play in the AT stage you move to later.
[0153] On the other hand, if it is determined in S153 that the transition to the AT stage has not been confirmed (S153: No), an AT stage lottery is executed (S155). The AT stage lottery is performed based on the current probability state and the winning role of the current game by referring to the "AT stage lottery table (low probability, high probability, very high probability)" shown in Figure 31. Specifically, the probability of winning is set to be higher based on the relationship of low probability state < high probability state < ultra-high probability state. For example, if you win a common 1-piece role, in the low probability state, the probability of winning is 1 / 256, in the high probability state, the probability of winning is 16 / 256, and in the ultra-high probability state, the probability of winning is 64 / 256. In addition, in the case of an ultra-high probability state, if a rare combination is won, the lottery is guaranteed to be won, and furthermore, it is set so that it is easy to win the special preparation stage. Although the explanation is omitted, if any other winning combination is won, the AT stage lottery will be held with the probabilities shown.
[0154] Next, it is determined whether the transition to the AT stage has been confirmed (won the AT stage lottery) (S156), and if it is determined that the transition to the AT stage has been confirmed (S156: Yes), the process proceeds to S167 (final game determination process), while if it is determined that the transition to the AT stage has not been confirmed (S156: No), it is determined whether a high probability state lottery role has been won (S157). Examples of high probability state lottery roles include a bell role, a weak cherry role, a strong cherry role, a watermelon role, and a chance eye role.
[0155] If it is determined that the high probability state lottery combination has been won (S157: Yes), various processes are executed according to the current probability state (S158 to S166). Specifically, if the current probability state is a low probability state (S158: Yes), a lottery for a high probability state is executed (S162). The lottery for a high probability state executes a lottery for transitioning to a high probability state based on the winning combination of the current game by referring to the "high probability lottery table" shown in Fig. 32. In this case, the winning is made easier based on the relationship of the push order bell combination < weak cherry combination, watermelon combination < chance eye combination < strong cherry combination. If the high probability state lottery is won (S163: Yes), for example, a number of high probability games, either 10 games, 20 games, or 30 games, is awarded, and the probability state is controlled to the high probability state until this number of high probability games is consumed (S164).
[0156] On the other hand, if the current probability state is a high probability state or an ultra-high probability state (S158: No), an ultra-high probability state lottery is executed (S159). The ultra-high probability state lottery executes a lottery for transitioning to the ultra-high probability state based on the winning combination of the current game by referring to the "ultra-high probability lottery table" shown in Fig. 32. In this case, the winning is made easier based on the relationship of push order bell combination < weak cherry combination, watermelon combination < chance eye combination < strong cherry combination. If the super-high probability state lottery is won (S160: Yes), the probability state is controlled to the super-high probability state (S161). The ultra-high probability state lasts for only one game. Therefore, if you win the ultra-high probability state lottery every game during the pseudo bonus A1, you will continue to stay in the ultra-high probability state. However, if you do not win the ultra-high probability state lottery or if the ultra-high probability state lottery is not executed, the ultra-high probability state will be controlled to the high probability state at the end of the next game. In the pseudo bonus A1, a lottery (S155) for transition to the AT stage is held depending on the current probability state, so if a rare role is won when the state is controlled to an ultra-high probability state, there is a high probability that the player will transition to the AT stage, which can increase the player's expectations.
[0157] Furthermore, if the current probability state is a high probability state or an ultra-high probability state (S158: No), a high probability state lottery is executed (S162) in the same manner as in the case of a low probability state. If the high probability state lottery is won (S163: Yes), the number of high probability games is awarded (added). That is, the number of high probability games is added. During the ultra-high probability state, just like during the high probability state, the number of high probability games is subtracted for each game, so the more high probability games there are, the more advantageously you can play. However, without being limited to this, the number of games that can be played in each probability state may be managed collectively for all probability states, or the number of games that can be played may be managed separately for all probability states. To manage the number of games played separately for all probability states, it is possible to assign priorities to each probability state and consume the number of games played in the probability state with the highest priority first.
[0158] If it is determined in S157 that the high probability state lottery role has not been won (S157: No), it is determined whether or not the high probability ceiling game number has been reached (S165). The high probability ceiling game number is the upper limit number of games that can be played in the low probability state, and when the number of games controlled to the low probability state reaches the high probability ceiling game number (S165: Yes), the game is controlled to the high probability state (S166).
[0159] Next, it is determined whether or not this is the final game of the pseudo bonus A1 (S167). If it is determined that it is the final game of the pseudo bonus A1 (S167: Yes), it is determined whether or not the right to move to the AT stage has been acquired (S168). If it is determined that the right to move to the AT stage has not been acquired (S168: No), the pre-processing for moving to the normal stage (S169 (lottery for number of periods) to S174 (movement to the normal stage)) is executed. The normal stage pre-transition process (S169 (cycle number lottery) to S174 (transition to normal stage)) is executed in the same manner as S7 (cycle number lottery) to S12 (transition to normal stage) in the non-advantageous state control process.
[0160] On the other hand, if it is determined that the right to transition to the AT stage has been acquired (S168: Yes), a process for determining the transition destination at the start of the AT stage is executed (S175 to S179). Specifically, if the special preparation stage is selected in the AT stage lottery (S175: Yes), control is performed to transition to the special preparation stage (S178) (arrow n in FIG. 9). Furthermore, if the normal preparation stage is selected in the AT stage lottery (S175: No), a stage promotion lottery is executed (S176). The stage promotion lottery executes a promotion lottery to the special preparation stage based on the pseudo setting value by referring to the "stage promotion lottery table" shown in FIG. 33. Specifically, it is easier to win when the pseudo setting value is an odd number than when it is an even number. However, it is not limited to this, and it may be easier to win as the pseudo setting value increases. If the stage promotion lottery is won (S177: Yes), control is exercised to transition to the special preparation stage (S178), and if the stage promotion lottery is not won (S177: No), control is exercised to transition to the normal preparation stage (S179) (arrow n in Figure 9). As described above, the pseudo bonus A1 control process is performed.
[0161] Next, the pseudo bonus A2 to A7 control process performed by the main control unit 10 will be described with reference to FIG. The pseudo bonus A2 to A7 control process is started when the current gaming state is one of the pseudo bonuses A2 to A7. First, the main control unit 10 determines whether or not a third reel stop operation has been performed (S181). If it is determined that the third reel has not been stopped (S181: No), the processing is terminated, and if it is determined that the third reel has been stopped (S181: Yes), it is determined whether or not the right to transition to the AT stage has been acquired (S182).
[0162] If it is determined that the transition to the AT stage is confirmed (S182: Yes), a stock acquisition lottery is executed (S183), and the process proceeds to S187. The stock acquisition lottery is executed in the same manner as S154 of the pseudo bonus A1 control process described above. On the other hand, if it is determined that the transition to the AT stage has not been confirmed (S182: No), it is determined whether the current gaming state is the pseudo bonus A3 (S184). If it is determined that it is not pseudo bonus A3 (if it is determined that it is pseudo bonus A2) (S184: Yes), the process proceeds to S187, and if it is determined that it is pseudo bonus A3 (S184: Yes), it is determined whether or not a common 1-piece role or an AT state lottery role has been won in this game (S185). If it is determined that the common 1-piece role or the AT state lottery role is won (S185: Yes), the AT stage lottery is executed (S186). The AT stage lottery is executed in the same manner as S155 of the pseudo bonus A1 control process described above. In this case, the lottery is executed by referring to the AT stage lottery table (low probability).
[0163] That is, in the case of pseudo bonus A4 to pseudo bonus A7, where a transition to the AT stage is confirmed at the start of the pseudo bonus, a lottery for acquiring stocks is executed for each game during the pseudo bonus. On the other hand, in the case of pseudo bonus A3, where transition to the AT stage has not been confirmed at the start of the pseudo bonus, if the AT stage lottery is won during the pseudo bonus, a lottery to acquire stocks will be held from the next game.
[0164] Next, it is determined whether or not it is the final game of the pseudo bonus (S187). If it is determined that it is the final game (S187: Yes), a game state transition process is executed according to the type of pseudo bonus currently being executed (S188 to S199). Specifically, in the case of pseudo bonus A5 or pseudo bonus A6 (S188: Yes, S193: No), control is exercised to transition to the AT stage (normal preparation stage) (S199) (arrow n in Figure 9), and in the case of pseudo bonus A7 (S188: Yes, S193: No), control is exercised to transition to the special AT stage (S199) (arrow r in Figure 9). In addition, in the case of pseudo bonus A3 or pseudo bonus A4 where transition to the AT stage is confirmed (S188: Yes, S193: Yes), control is performed to transition to the AT stage (normal preparation stage or special preparation stage) (S194 to S198) (arrow n in Figure 9). Note that the allocation process of the transition destination stage in S194 to S198 is executed in the same manner as S175 to S179 of the pseudo bonus A1 control process described above. In addition, in the case of the pseudo bonus A2 (S188: No, S189: No, S193: No), control is performed to transition to a non-advantageous state (S199) (arrow p in FIG. 9).
[0165] In addition, in the case of pseudo bonus A3 where transition to the AT stage has not been confirmed (S188: No, S189: Yes), it is determined whether the number of games consumed in the advantageous zone is greater than or equal to a predetermined number (for example, 900 games) (S190). If the number of games played in the advantageous zone is equal to or greater than a predetermined number (S190: Yes), the game is controlled to transition to a non-advantageous state (S191) (arrow p in Figure 9), whereas if the number is less than the predetermined number (S190: No), the game is controlled to transition to the CZ stage (CZ3) (S192) (arrow o in Figure 9). In this way, if there are few remaining advantageous zone games at the end of pseudo bonus A3, the game is forcibly controlled to a non-advantageous state for the same reason as for granting special control rights in the aforementioned period C control processing. In other words, by controlling the transition from pseudo bonus A3 → non-advantageous state → CZ stage (CZ3), if the player wins the lottery to transition to the AT state after the start of a new advantageous zone, a sufficient stay period can be ensured. As described above, the pseudo bonus A2 to A7 control process is performed.
[0166] (AT Stage) The AT stage consists of a preparation stage, a normal AT stage, a battle preparation stage, a battle stage, an end waiting stage, a pseudo bonus B, and a specialized stage. The slot machine 1 of this embodiment comprises a series of games in a plurality of game states, namely, a preparation stage, a normal AT stage, a battle preparation stage, and a battle stage, and the game progresses with these games as one set.
[0167] Specifically, in the battle stage, a showdown (battle) is played between an ally character and an enemy character, and if the ally character wins, the game moves to the preparation stage to start another set of play, while if the enemy character wins, the game moves to the end waiting stage. The ally characters and enemy characters are determined over multiple games up until the battle stage. For example, the ally characters are determined in the preparation stage, and the enemy characters are determined in the battle preparation stage. The outcome of the battle depends on the result of the battle breakthrough lottery held on the battle stage, and the prize for winning varies depending on the combination of ally and enemy characters. Therefore, the differences in the characters selected can increase the fun factor.
[0168] Therefore, if the player wins the battle breakthrough lottery held in the battle stage, the duration of stay in the AT stage will be extended, allowing the game to proceed to an advantage for the player. In addition, as will be described in detail later, the more times the Pseudo Bonus B is executed in one set of play in the AT stage, the easier it is to win the Battle Breakthrough Lottery. Therefore, it is advantageous for the player to transition to the Pseudo Bonus B many times before entering the Battle Stage. In addition, the pseudo bonus B and specialized stage are game states in which a large amount of chance stocks can be acquired, and by entering these game states during the AT stage, the game can be played to an advantage.
[0169] In addition, in the AT stage, the game mode is controlled to either normal AT or episode AT, which have different playability. In principle, normal AT is a game mode that is controlled when entering the AT stage, and the player can select an ally character or an enemy character through operation, and the game progresses according to the selected character. Episode AT is entered when certain conditions are met, and can be stayed in for up to a maximum number of sets (for example, 3 sets). For example, during normal AT, if you win a battle with a specific combination of ally and enemy characters (win the battle breakthrough lottery), you will enter episode AT. In addition, in the episode AT, the ally characters and enemy characters are set to fixed values, and the number of games in each game state is also set to fixed values. Furthermore, the effects executed during episode AT vary in content (display content on the display device 8, story, BGM, etc.) for each set number, that is, for each set character.
[0170] (Preparation stage) The preparation stage is the game state in which you first stay when entering the AT stage (hereinafter also referred to as the first hit) or when the AT stage continues (consecutive wins). The preparation stage has a normal preparation stage and a special preparation stage, and when controlled by a normal AT, the vehicle will stay in one of these stages. In addition, the preparation stage is partially controlled to AT state. Specifically, the first game is controlled to non-AT state, and the second game and onwards are controlled to AT state. From the second game onwards, only the push order navigation corresponding to the first reel stop operation of the winning push order bell role is displayed. If it is controlled by normal AT, it will continue for at least 2 games, and from the second game onwards it will continue until the push order bell role is won. If it is controlled by episode AT, it will continue for 15 games. In addition, it is not limited to the above, and the AT state may be controlled from the first game, and only the push order navigation corresponding to the operation of stopping reels 1 to 3 of the winning push order bell role may be displayed.
[0171] The preparation stage (normal AT) functions as the so-called "ally character determination zone," and if the push order bell role is won in the second game or later, the corresponding push order (first reel stop operation) is announced, and the ally character is determined according to the player's stop operation. In addition, when the AT stage starts from pseudo bonus A5, the ally character (special ally character A) has already been determined, so the preparation stage ends in one game without executing the ally character determination process. Also, even when controlled by episode AT, the ally characters are fixedly determined, so the ally character determination process is not executed and the preparation stage is completed in succession for 15 games.
[0172] Next, the preparation stage control process performed by the main control unit 10 will be described with reference to FIG. The preparation stage control process is started when the current game state is the preparation stage. First, the main control unit 10 determines whether or not a third reel stop operation has been performed (S201). If it is determined that the third reel has not been operated to stop (S201: No), the processing is terminated, and if it is determined that the third reel has been operated to stop (S201: Yes), it is determined whether the conditions for executing the chance stock lottery have been met (S202).
[0173] The conditions for executing the chance stock lottery are that the current game is in the third set of episode AT and six or more chance stocks are in possession. The reason for adding such a condition is as follows. If you acquire a chance stock while in the preparation stage, you are in the third set of the Episode AT and have six or more chance stocks, meaning you will have seven or more chance stocks, and you will be guaranteed a win in the battle breakthrough lottery for the battle stage you move to afterwards (details will be explained later). As a result, you will have consumed (completed) three sets, which is the maximum number of sets in the Episode AT, and will move on to the ending (Ending B). Also, as will be described in more detail later, if you win the battle breakthrough lottery for the battle stage during the third set of episode AT, and the difference in the number of coins in the advantageous zone (the value indicated by counter B) is greater than or equal to a predetermined number, the game will be controlled so that it does not forcibly transition to the ending (ending B). In other words, even though the player is certain that they will move on to Ending B because they have acquired seven or more chance stocks during the third set of Episode AT, depending on the value of the difference in the number of coins during the advantageous zone, the game may end without moving on to Ending B, which can lead to doubts and misunderstandings. Therefore, in this embodiment, in the third set of episode AT, the acquisition of the seventh chance stock is restricted, thereby preventing the transition to the ending (Ending B) from being confirmed and preventing the player from having any doubts or misunderstandings.
[0174] If it is determined that the conditions for executing the chance stock lottery are met (S202: Yes), it is determined whether or not a common 1-piece role or an AT state lottery role has been won in the current game (S203). If it is determined that the common 1-piece role or the AT state lottery role is won (S203: Yes), a stock acquisition lottery is executed (S204). The stock acquisition lottery is executed in the same manner as S154 of the pseudo bonus A1 control process described above.
[0175] The lottery for acquiring the chance stock in S204 may be carried out as follows. For example, during the third set of episode AT, if there are five chance stocks in possession, a lottery to acquire chance stocks will be held based on the winning combination of this game by referring to the "Chance Stock Lottery Table" shown in Figure 48. On the other hand, during the third set of episode AT, if the number of chance stocks owned is other than 5, a lottery to acquire chance stocks will be held based on the winning role of this game by referring to the "Chance Stock Lottery Table" shown in Figure 30. This allows for gradual restriction when restricting the acquisition of the seventh chance stock in the third set of episode AT. In other words, even when the number of chance stocks owned is five, it may be possible to gradually prevent the transition to the ending from being confirmed by making it more difficult to acquire chance stocks.
[0176] Next, it is determined whether or not the control is under episode AT (S205). If it is determined that the game is under control of episode AT (S205: Yes), it is determined whether it is the final game (15th game) (S206), and if it is the final game (S206: Yes), control is exercised to transition to the normal AT stage (episode AT) (S207) (arrow a in Figure 10), and the process ends. On the other hand, if it is determined that the game is not controlled by the episode AT (controlled by the normal AT) (S205: No), it is determined whether the game state before entering the AT stage is the pseudo bonus A5 (S208). In other words, it is determined whether the ally character (special ally character A) has already been determined.
[0177] If the previous game state is pseudo bonus A5 (S208: Yes), the ally character has already been determined, so the game is controlled to transition to the normal AT stage (S212). On the other hand, if the previous gaming state is not the pseudo bonus A5 (S208: No), it is determined whether or not the push order bell role has been won in the current game (S209). If it is determined that the push order bell role has been won (S209: Yes), or if it is the first game of the preparation stage (S210: No), the process ends, and if it is the second game or later (S210: Yes), the ally character is determined (S211). After that, the process is controlled to transition to the normal AT stage (normal AT) (S212) (arrow a in FIG. 10), and the process ends. The preparation stage control process is carried out as described above.
[0178] In S211, the ally character is determined by referring to the "ally character lottery table (normal preparation stage)" or the "ally character lottery table (special preparation stage)" shown in Figure 34, and the ally character is determined based on the player's operation to stop the first reel, and the result is stored in the memory unit. For example, in the normal preparation stage, when the stop button 5a is operated to stop the first reel, ally character A is selected, when the stop button 5b is operated, ally character B is selected, and when the stop button 5c is operated, ally character C is selected. In addition, in the case of the special preparation stage, when the stop button 5a is operated to stop the first reel, special ally character A is selected, when the stop button 5b is operated, special ally character B is selected, and when the stop button 5c is operated, special ally character C is selected. In each table shown in Figure 34, one ally character is determined for each stop button operated, but this is not limited to this, and any ally character may be selected based on a predetermined probability.
[0179] (Example of ally character selection) In the preparation stage, if the push order bell role is won in the second game or later, the sub-control unit 20 causes the display 8 to display an "ally character selection screen" as shown in Figures 70(a) and (b). On the ally character selection screen, for example, an ally character 84 and a button press order navigation 85 are displayed. Different ally characters 84 are displayed in three regions on the left and right. It is assumed that the displayed ally characters 84 are always the same characters displayed in the same region regardless of the type of push order bell role that has been won, but this is not limiting, and the position where the ally character 84 is displayed may be changed depending on the type of push order bell role. Of the ally characters 84 displayed in the three areas, only the ally character 84 (specific information) in the area corresponding to the first reel stop operation of the winning push order bell combination is displayed selectably. For example, if the push order bell role A1 or the push order bell role A2 is won, the ally character 84 in the left area will be displayed as selectable, and if the push order bell roles B1 to C4 are won, the ally character 84 in the middle or right area will be displayed as selectable. Figures 70(a) and (b) show the case where the push order bell role B1 is won, and the ally character 84 at the position corresponding to the stop button 5b, which is the correct push order to operate the first reel to stop, is displayed as selectable.
[0180] The push order navigation 85 only displays the push order navigation corresponding to the first reel stop operation of the winning push order bell role, and does not display the push order navigation for the remaining two second reel stop operations and the third reel stop operation. In other words, the push order navigation 85 is displayed so as to correspond to the selectable ally characters 84. In this way, the method for selecting the ally character 84 is included in and displayed on the push order navigation 85. Then, when the stop button 5 is operated in accordance with the push order navigation 85, it is notified that the corresponding ally character 84 has been selected. If the stop button 5 is operated without following the push order navigation 85, the push order navigation 85 may disappear and a predetermined ally character may be selected, or an ally character corresponding to the operated stop button 5 may be selected.
[0181] (Normal AT stage) The normal AT stage begins from the preparation stage and can continue for 50 games if controlled by normal AT, or 100 games if controlled by episode AT. Once these number of games have been played, the game moves to the battle preparation stage. In addition, the normal AT stage is controlled in AT state, and only the push order navigation corresponding to the first reel stop operation of the winning push order bell role is displayed. Therefore, if you win push order bell role B or push order bell role C, the push order navigation corresponding to the second and third reel stop operation is not displayed, so it may become an incorrect push order and the push order bell may spill or stop with a missing number.
[0182] In the normal AT stage, when a rare role or the like is won, a lottery is held to transition to the pseudo bonus B, which allows a large amount of chance stock to be acquired. In this lottery, the lottery is held according to the lottery status of the pseudo bonus. The pseudo-bonus lottery state has a low probability state and a high probability state, and the high probability state is easier to win than the low probability state. Therefore, in the normal AT stage, players play while hoping to stay in the high probability state for as long as possible. The pseudo bonus lottery state is controlled to a low probability state when entering the normal AT stage, as the main control unit 10 operates as a probability state control means, and as will be described in detail later, the transition from the low probability state to the high probability state occurs when the high probability counter reaches a predetermined number during the normal AT stage.
[0183] Also, during the normal AT stage, for example, a character-based performance image is displayed on the display 8. When controlled by normal AT, the character displayed here is an ally character determined in the immediately preceding preparation stage, and when controlled by episode AT, a fixed ally character determined in advance is displayed.
[0184] Next, the normal AT stage control process performed by the main control unit 10 will be described with reference to FIG. The normal AT stage control process starts when the current game state is the normal AT stage. First, the main control unit 10 determines whether or not a game start operation (betting operation, start lever operation, etc.) has been performed (S221). If it is determined that a game start operation has been performed (S221: Yes), it is determined whether or not the conditions for executing the chance stock lottery are met (S222). If it is determined that the conditions for executing the chance stock lottery are met (S222: Yes), it is determined whether or not a replay role has been won in the current game (S223).
[0185] If it is determined that the replay role has been won (S223: Yes), it is determined whether the number of remaining games in the normal AT stage is equal to or less than a predetermined number (S224). For example, it is determined whether it is equal to or less than "5 games." If it is determined that the number of remaining games is equal to or less than a predetermined number (S224: Yes), it is determined whether or not the player has a chance stock (S225), and if the player does not have a chance stock (S225: Yes), a zero combo lottery is executed (S226).
[0186] The zero combo lottery executes a lottery to acquire chance stocks. Specifically, by referring to the "zero combo lottery table" shown in Figure 36, a lottery is performed based on the pseudo setting value. For example, when the pseudo setting value is set to "7," the probability of winning is set to be the highest, and for other pseudo setting values, odd numbers are more likely to win than even numbers. However, this is not limited to this, and it may be set so that the larger the pseudo setting value, the easier it is to win. If the zero combo lottery is won, one to three chance stocks are awarded. The number of chance stocks that can be acquired is not limited to one to three, but may be zero or four or more. If the zero combo lottery is won (S227: Yes), the sub-control unit 20 is caused to execute a zero combo effect (S228).
[0187] (Zero combo effect) Next, referring to Figure 71, an example of a zero combo effect will be described. For the sake of explanation, FIG. 71 shows a simplified configuration of the gaming machine (slot machine) 1, and the effect images shown are simplified versions of the images that are actually displayed. In the zero combo effect, the number of chance stocks determined in the zero combo lottery is announced on the display 8 all at once or in parts. In addition, the zero combo effect is performed by a simulated game, and three simulated games are performed. In the simulated game, the operation of the start lever 3 triggers the rotation of the reel 41, and the reel 41 is temporarily stopped and displayed with a specific symbol (for example, a white 7 symbol) (temporary stop state). In the provisionally stopped state, the reels 41 are controlled to move (swing) up and down while remaining stopped. By swinging the reels 41 in this way, a player looking at the reels 41 can recognize that the game is a pseudo-game that is different from a normal game. Furthermore, in the pseudo-game, even if a combination of symbols corresponding to each winning role is displayed in a stopped state, no winning occurs and no gaming value is awarded to the player (no medals are paid out). When the reel effect period of the pseudo game ends, the reel 41 automatically starts rotating in the forward direction, and the operation of the stop button 5 becomes valid, and the normal game is resumed.
[0188] In a game in which the zero combo lottery is won, when the player performs the game start operation, the first simulated game begins, and the display 8 displays an operation image consisting of a predetermined presentation image, an image imitating the bet button 2a, and a text image saying "Press BET!" to encourage the player to operate the bet button 2a (Figure 71(a)). If the number of chance stocks acquired is 1 to 3, when the player operates the bet button 2a in this state, the reel 41 will spin in the reverse direction, and then a specific symbol (the "white 7" symbol) will automatically stop and be displayed, and the reel will enter a temporary stop state. At this time, the display 8 will display that a chance stock has been acquired (Figure 71(d)).
[0189] Then, after a predetermined time has elapsed, each reel 41 begins to rotate, and the second simulated game begins. The display 8 displays a predetermined presentation image, an operation image consisting of an image that resembles a start lever, and a text image that says "Hit the lever!" to encourage operation of the start lever 3 (Figure 71(b)). If the number of chance stocks acquired is two or three, when the player operates the start lever 3 in this state, the reel 41 will rotate in the reverse direction, then come to a temporary stop, and a message will be displayed indicating that a chance stock has been acquired (Figure 71 (d)). On the other hand, if the number of chance stocks acquired is one, even if the player operates the start lever 3, the reel 41 will not rotate in reverse, and the specific symbol will not be displayed in a stopped state. In addition, there will be no notification that the chance stock has been acquired.
[0190] Then, after a predetermined time has elapsed, each reel 41 begins to rotate, the third simulated game begins, and the display 8 displays an operation image consisting of a predetermined presentation image, an image imitating a stop button, and a text image saying "Press the stop button!" to encourage the player to operate the stop button 5 (Figure 71(c)). If the number of chance stocks acquired is three, when the player operates the stop button 5 in this state, the reel 41 will rotate in the reverse direction, then enter a temporary stop state, and a message will be displayed indicating that a chance stock has been acquired (Figure 71 (d)). On the other hand, if the number of chance stocks acquired is one or two, even if the player operates the stop button 5, the reel 41 will not rotate in reverse, and the specific symbol will not be stopped and displayed. In addition, there will be no notification that a chance stock has been acquired.
[0191] In this way, an operation effect requiring a player's operation is executed, and the fact that a chance stock has been acquired is notified as many times as the corresponding operation means is operated (as many times as the number of pseudo games). This can increase the excitement of the game and the player's sense of expectation.
[0192] In the example of Figure 71 (d), it is displayed that one chance stock has been acquired, but this is not limiting, and the number of acquired chance stocks may be notified all at once on the display 8. For example, if the number of acquired chance stocks is two, the fact that they have been acquired may not be notified in the first pseudo game (bet button operation), but may be notified all at once in the second pseudo game (start lever operation). Also, if the number of acquired chance stocks is three, they may be notified all at once in the third pseudo game (stop button operation). In addition, the number of chance stocks acquired may be set as the upper limit number of times, and notification that a chance stock has been acquired may be given by operating the start lever 3 this upper limit number of times. For example, in a game in which the zero combo lottery is won, the display 8 displays an operation image consisting of a predetermined effect image, an image imitating the start lever, and a text image of "Hit the lever!" encouraging the player to operate the start lever 3 (Fig. 71(b)). In this state, when the player operates the start lever 3, a specific symbol is automatically displayed in a stopped state and placed in a temporary stopped state, and a message is displayed indicating that a chance stock has been acquired (Fig. 71(d)). Then, if the number of chance stocks is two or more, an operation image consisting of a text image of "Hit the lever!" encouraging the player to operate the start lever 3 is displayed, and this is repeated up to the upper limit number of times. In this manner, the zero combo effect is executed.
[0193] If it is determined in S221 that the game start operation has not been performed (S221: No), if it is determined in S222 that the conditions for executing the chance stock lottery have not been met (S222: No), or if it is determined in S223 that the replay role has not been won (S223: No), it is determined whether or not the third reel has been stopped (S229). If it is determined that the third reel has been stopped (S229: Yes), it is determined whether or not the conditions for executing the chance stock lottery have been met (S230). If it is determined that the conditions for executing the chance stock lottery are met (S230: Yes), it is determined whether or not the chance stock lottery combination has been won in the current game (S231). The chance stock lottery combination is, for example, a common 1-piece combination, a weak cherry combination, a strong cherry combination, a watermelon combination, or a chance eye combination. However, it is not limited to these, and may be, for example, a non-rare combination.
[0194] If it is determined that the chance stock lottery combination has been won (S231: Yes), a chance stock lottery is executed (S232). The chance stock lottery is performed based on the winning role and lottery status of the current game by referring to the "Chance Stock Lottery Table (Normal AT Stage, Low Probability)" or "Chance Stock Lottery Table (Normal AT Stage, High Probability)" shown in Figure 37. Specifically, the probability of winning is set to be higher based on the relationship between low probability state and high probability state. For example, if you win a common 1-piece role, in the low probability state, the probability of winning is set to 1 / 256, and in the high probability state, the probability of winning is set to 16 / 256. Although not explained further, if any other winning combination is won, a chance stock lottery will be held with the probabilities shown in the figure. If the chance stock lottery is won (S233: Yes), control is performed to transition to pseudo bonus B (S234) (arrow d in FIG. 10).
[0195] The lottery for winning the chance stock in S232 may be carried out as follows. For example, if the third set of episode AT is in progress and the number of chance stocks owned is five, a lottery to acquire chance stocks will be conducted based on the winning role of the current game by referring to the "Chance Stock Lottery Table" shown in Figure 48.On the other hand, if the third set of episode AT is in progress and the number of chance stocks owned is other than five, a lottery may be conducted based on the winning role of the current game and the lottery status by referring to the "Chance Stock Lottery Table" shown in Figure 37.
[0196] Next, it is determined whether or not one coin has been paid out in the current game (S235). "One coin was paid out" means that in this game, the push order bell role was won, and the push order bell spill symbol stopped and displayed, resulting in the payout of one coin, or the common one coin role was won and the payout of one coin was generated. However, this is not limited to this, and it may be either the stop display of the push order bell spill symbol or the winning of a common 1-piece role.
[0197] If it is determined that one coin has been paid out (S235: Yes), the high probability counter is incremented by 1 (S236). In other words, if a losing combination is stopped and displayed as a result of winning the push order bell combination, the high probability counter is not incremented. However, this is not limited to this, and when a losing symbol is displayed, the high probability counter may be incremented by 1 or 2 or more. The high probability counter is a counter for managing the lottery state of pseudo bonus B, and when the value indicated by the high probability counter reaches a predetermined number (for example, "3") (S237: Yes), the lottery state of pseudo bonus B is controlled from a low probability state to a high probability state.
[0198] Furthermore, if the value indicated by the high probability counter is equal to or greater than a predetermined number (for example, "3"), a high probability game number lottery is executed (S238). The lottery for the number of highly probable games determines the number of highly probable games by lottery based on the pseudo-setting value by referring to the "lottery table for the number of highly probable games" shown in Figure 38. For example, any of 5, 10, 20, or 30 games is determined and cumulatively added. During the normal AT stage, the number of high probability games is reduced by 1 for each game, along with the number of remaining games in the normal AT stage. If the number of high probability games is "1 or more", it is controlled to a high probability state, and if it reaches "0", it is controlled to a low probability state. Also, during the normal AT stage, the value of the high probability counter may be displayed visibly to the player on a display device 8 or the like. It is assumed that the number of high probability games will be awarded even if the value indicated by the high probability counter becomes "4" or more due to one coin being paid out four or more times in a row, but this is not limited to this, and the number of high probability games may not be awarded the fourth time.
[0199] On the other hand, if it is determined in S235 that a payout of one coin has not occurred (S235: No), the value of the high probability counter is initialized to "0" (S239). In other words, if a payout of one coin has not occurred in consecutive games, the high probability counter is initialized. In this case, if a losing symbol stops and is displayed as a result of winning the push order bell role, the high probability counter may not be initialized. Therefore, for the value indicated by the high probability counter to reach a predetermined number (for example, "3"), one coin must be paid out in three consecutive games. However, without being limited to this, for example, when one payout occurs a predetermined number of times in a plurality of games (for example, when it occurs in three games out of five games), the state may be controlled to a high probability state.
[0200] Next, it is determined whether or not a chance stock is held (S240). If the chance stock is owned (S240: Yes), the process is controlled to transition to pseudo bonus B (S241) (arrow d in FIG. 10). On the other hand, if there is no chance stock (S240: No), it is determined whether it is the final game of the normal AT stage (S242), and if it is determined that it is the final game (S242: Yes), it is controlled to transition to the battle preparation stage (S243) (arrow c in Figure 10). As described above, the normal AT stage control process is performed.
[0201] The normal AT stage control process may be modified as follows. In the normal AT stage, it is assumed that once the remaining number of games in the normal AT stage has been consumed, the normal AT stage will end even if there are still high probability games remaining, but this is not limited to this, and if there are still high probability games remaining when the remaining number of games has been consumed, the stage may continue until the high probability games have been consumed. In addition, if the normal AT stage is not ended until all high probability games have been played, in order to prevent the player from staying in the normal AT stage for a long period of time, it is preferable not to add more high probability games when the number of remaining games in the normal AT stage is "0" and the number of high probability games is "1 or more." In addition, in the normal AT stage, when one coin is paid out, the high probability counter is incremented. However, this is not limited to this. If the push order corresponding to the first reel stop operation is incorrect, the counter may not be incremented. This makes it possible to prevent intentionally incrementing the high probability counter by incorrectly pushing the buttons.
[0202] As described above, in the normal AT stage, if you win the push order bell role (specific game result), and if a game in which a combination of symbols is displayed in a stopped state in the push order bell spill (second stop display mode) occurs a predetermined number of times (for example, three times) in succession, you can be awarded a bonus (high probability state). This prevents the player from suffering a significant disadvantage in a normal AT stage where only the push order navigation corresponding to the first reel stop operation is displayed, and there is a possibility that push order bell spills will be displayed in succession. In addition, it is possible to reduce the stress of the player caused by not being able to stop and display the combination of symbols corresponding to the push order bell role.
[0203] (Pseudo Bonus B) The pseudo bonus B is controlled in the AT state, and all push order navigation corresponding to the 1st to 3rd reel stop operation of the winning push order bell role is displayed. Therefore, it is a game state where an increase in medals can be expected. The pseudo bonus B is composed of the pseudo bonus B1 and the pseudo bonus B2, and is a set continuation AT state in which the game progresses with a predetermined period (for example, 10 games) as one set. Pseudo Bonus B can be played up to a maximum of eight sets, including Pseudo Bonus B1 and Pseudo Bonus B2, during play within one set of the AT stage. The pseudo bonus B1 is a game state that is executed when the execution of the final set (8th set) has not been confirmed. When one set of the pseudo bonus B1 is completed, if there are no challenge stocks, the game will transition (return) to the normal AT stage. The pseudo bonus B2 is a game state that starts when the execution of the final set (8th set) is confirmed and continues until the final set (8th set). When the final set (8th set) of the pseudo bonus B2 is completed, the game transitions to the battle preparation stage. For example, during play within one set of the AT stage, if the total number of times pseudo bonus B1 is executed and the number of challenge stocks owned reaches "8", the game will transition from pseudo bonus B1 to pseudo bonus B2.
[0204] If you move to Pseudo Bonus B2, you will be confirmed as a winner (battle winner) in the battle breakthrough lottery for the battle stage you move to afterwards. Therefore, the player will focus on the number of times pseudo bonus B1 is executed in the AT stage within one set and proceed with the game in the hope of transitioning to pseudo bonus B2. In addition, when the transition to pseudo bonus B2 occurs, an effect is performed in which images or the like are displayed to congratulate the player on completing pseudo bonus B. The timing of this effect may be when the execution of the final set (8th set) is confirmed, or may be the final game of the pseudo bonus B1. Also, whether or not to execute this effect may be determined by lottery based on a predetermined probability (for example, 50%).
[0205] Next, the pseudo bonus B control process performed by the main control unit 10 will be described with reference to FIG. The pseudo bonus B control process is started when the current gaming state is the pseudo bonus B1 or the pseudo bonus B2. The start game of the pseudo bonus B may be executed by a pseudo game. First, the main control unit 10 determines whether or not a third reel stop operation has been performed (S251). If it is determined that the third reel has not been operated to stop (S251: No), the processing is terminated, and if it is determined that the third reel has been operated to stop (S251: Yes), it is determined whether or not the pseudo bonus B2 is in progress (S252).
[0206] If it is determined that the pseudo bonus B2 is in progress (S252: Yes), it is determined whether or not the set stock lottery combination has been won in the current game (S253). The set stock lottery role is, for example, a common 1-piece role, a weak cherry role, a strong cherry role, a watermelon role, a chance eye role, a special role A, and a special role B. In addition, it is not limited to these, and can also be, for example, a non-rare role. If it is determined that the set stock lottery role is a winning combination (S253: Yes), the set stock lottery is executed (S254). The set stock lottery is performed based on the winning combination of the current game by referring to the "set stock lottery table (pseudo bonus B2)" shown in Figure 39. Specifically, the winning is easier based on the relationship of common 1-piece combination < weak cherry combination, watermelon combination < chance eye combination < strong cherry combination.
[0207] Next, it is determined whether or not this is the final game (10th game) of the pseudo bonus B2 (S255), and if it is the final game (S255: Yes), the process is controlled to transition to the battle preparation stage (S256) (arrow g in Figure 10), and the process ends.
[0208] On the other hand, if it is determined in S252 that the pseudo bonus B2 is not in progress (the pseudo bonus B1 is in progress) (S252: No), it is determined whether or not the execution conditions for the chance stock lottery are met (S257). If it is determined that the conditions for executing the chance stock lottery are met (S257: Yes), it is determined whether or not the chance stock lottery combination has been won in the current game (S258).
[0209] If it is determined that the chance stock lottery role has been won (S258: Yes), a chance stock lottery (pseudo bonus B1) is executed (S259). The chance stock lottery (pseudo bonus B1) executes a lottery to acquire chance stock based on the winning combination of the current game by referring to the "chance stock lottery table (pseudo bonus B1)" shown in Figure 40. Specifically, it is easier to win based on the relationship of common 1-piece combination < weak cherry combination, watermelon combination < chance eye combination < strong cherry combination. If the chance stock lottery is won (S260: Yes), it is determined whether the execution of the final set (8th set) has been confirmed (S261). That is, in the game within one set of the AT stage, it is determined whether the total number of times the pseudo bonus B1 has been executed (number of sets) and the number of chance stocks currently owned has reached "8". If the execution of the final set (eighth set) is confirmed, the control is made to transition to the pseudo bonus B2 (S262) (arrow e in FIG. 10).
[0210] The lottery for winning the chance stock in S259 may be carried out as follows. For example, if the third set of episode AT is in progress and the number of chance stocks owned is five, a lottery to acquire chance stocks will be conducted based on the winning role of the current game by referring to the "Chance Stock Lottery Table" shown in Figure 48; on the other hand, if the third set of episode AT is in progress and the number of chance stocks owned is other than five, a lottery may be conducted based on the winning role of the current game by referring to the "Chance Stock Lottery Table" shown in Figure 40.
[0211] On the other hand, if the conditions for executing the chance stock lottery are not met in S257 (S257: No), if the chance stock lottery role is not won in S258 (S258: No), if the chance stock lottery is not won in S260 (S260: No), or if the continuation of 8 sets is not confirmed in S261 (S261: No), it is determined whether or not this is the final game (10th game) of the pseudo bonus B1 (S263). If it is determined that it is the final game of the pseudo bonus B1 (S263: Yes), it is determined whether or not the player has a chance stock (S264). If the player does not have a chance stock (S264: Yes), the game is controlled to transition (return) to the normal AT stage (S265) (arrow f in Figure 10), and if the player has a chance stock (S264: No), the pseudo bonus B1 continues (S266). As described above, the pseudo bonus B control process is performed.
[0212] The pseudo bonus B control process may be modified as follows. In the above explanation, pseudo bonus B2 is entered when the execution of the final set (8th set) is confirmed, and then continues to be executed until the final set (8th set). However, this is not limited to this, and pseudo bonus B1 may be executed always until the 7th set, and pseudo bonus B2 may be executed only in the final set (8th set). Alternatively, the pseudo bonus B1 may be executed up to the final set (eighth set), and then a new pseudo bonus B2 may be executed as the next set. In this case, the number of games for the pseudo bonus B2 may be different from the number of games for the pseudo bonus B1. Furthermore, the pseudo bonus B2 has been described as transitioning when the execution of the pseudo bonus B of the final set (8th set) is confirmed during play within one set of the AT stage, but this is not limited to this, and the transition to pseudo bonus B2 may also be made when pseudo bonus B1 continues for 8 consecutive sets (8 consecutive wins).
[0213] (Battle preparation stage) The battle preparation stage is a game state that is entered from the normal AT stage or pseudo bonus B. In addition, the battle preparation stage is partially controlled to AT state. Specifically, the first game is controlled to non-AT state, and the second game and onwards are controlled to AT state. Also, from the second game onwards, only the push order navigation corresponding to the first reel stop operation of the winning push order bell role is displayed. If it is controlled by normal AT, it will continue for at least two games, and from the second game onwards it will continue until the push order bell role is won. In addition, it is not limited to the above, and the AT state may be controlled from the first game, and only the push order navigation corresponding to the operation of stopping reels 1 to 3 of the winning push order bell role may be displayed.
[0214] The battle preparation stage (normal AT) functions as the so-called "enemy character determination zone," and if the push order bell role is won in the second game or later, the corresponding push order (first reel stop operation) is announced, and the enemy character is determined according to the player's stop operation. When controlled by episode AT, the enemy character is fixedly determined, so the enemy character determination process is not executed, and the battle preparation stage continues for a fixed number of games (for example, one game) and ends.
[0215] Next, the battle preparation stage control process performed by the main control unit 10 will be described with reference to FIG. The battle preparation stage control process is started when the current game state is the battle preparation stage. First, the main control unit 10 determines whether or not a third reel stop operation has been performed (S271). If it is determined that the third reel has not been stopped (S271: No), the processing is terminated, and if it is determined that the third reel has been stopped (S271: Yes), it is determined whether or not the set stock lottery role has been won in the current game (S272). If it is determined that the set stock lottery combination is a winning combination (S272: Yes), a set stock lottery is executed (S273). The set stock lottery is executed in the same manner as S154 of the pseudo bonus A1 control process described above.
[0216] Next, it is determined whether or not the control is under episode AT (S274). If it is determined that the game is under control of episode AT (S274: Yes), the game (first game) is ended, and control is exercised to transition to the battle stage (S278) (arrow h in Figure 10), and the process ends. On the other hand, if it is determined that the game is not controlled by the episode AT (controlled by the normal AT) (S274: No), it is determined whether or not the push order bell role has been won in the current game (S275). If it is determined that the push order bell role has been won (S275: Yes), or if it is the first game of the battle preparation stage (S210: No), the process ends, and if it is the second game or later (S276: Yes), the enemy character is determined (S277). After that, the process proceeds to the battle stage (S278) (arrow h in FIG. 10).
[0217] The enemy character determination lottery refers to the "enemy character lottery table" shown in FIG. 35 to determine the enemy character based on the operation to stop the first reel, and the result is stored in the storage unit. For example, when the stop button 5a is operated to stop the first reel, enemy character A is selected, when the stop button 5b is operated, enemy character B is selected, and when the stop button 5c is operated, enemy character C is selected. The battle preparation stage control process is carried out as described above.
[0218] (Example of enemy character selection) In the battle preparation stage, if the push order bell role is won in the second game or later, the sub-control unit 20 causes the display device 8 to display an "enemy character selection screen" as shown in FIG. 70(c). On the enemy character selection screen, for example, an enemy character 86 and a button press order navigation 85 are displayed. The enemy character selection screen is displayed in a manner similar to that of the ally character selection screen described above. That is, enemy characters 86 are displayed in three areas on the left and right, and only the enemy character 86 (special information) in the area corresponding to the first reel stop operation of the winning push order bell combination is displayed selectably. For example, Figure 70(c) shows the case where the push order bell role B1 is won, and the enemy character 86 at the position corresponding to the stop button 5b, which is the correct push order for the first reel stop operation, is displayed as selectable. In this way, the method for selecting the enemy character 86 is included in and displayed on the button press order navigation 85. Then, when the stop button 5 is operated in accordance with the push order navigation 85, it is notified that the corresponding enemy character 86 has been selected.
[0219] (Battle Stage) The battle stage begins with the battle preparation stage and is a play state that can continue for a period of 10 games. In addition, the battle stage is controlled to an AT state, and only the push order navigation corresponding to the first reel stop operation of the winning push order bell role is displayed. In the battle stage, an effect is executed to heighten the player's expectations for the continuation of the AT stage (continuous wins). For example, a battle effect in which a friendly character and an enemy character repeatedly battle each other is executed on the display device 8. During the battle performance, if the game is controlled by normal AT, the ally character selected by the player in the preparation stage and the enemy character selected by the player in the battle preparation stage are displayed, and if the game is controlled by episode AT, the performance progresses with the display of predetermined fixed ally and enemy characters.
[0220] The outcome of the battle is based on the result of a battle breakthrough lottery executed when entering the battle stage, and if the battle breakthrough lottery is won, an effect is executed in which the main character wins against the enemy character in the final game of the battle stage, and if the battle breakthrough lottery is not won, an effect is executed in which the main character is defeated by the enemy character. Furthermore, during the battle presentation, the presentation progresses based on the results of the battle breakthrough lottery, and if the battle breakthrough lottery is won, for example, it is preferable that the presentation be such that the ally character has the upper hand. In this embodiment, it is assumed that the battle breakthrough lottery is conducted in the first game when entering the battle stage, but this is not limited to this, and the lottery may be conducted in a game other than the first game, or multiple times.
[0221] If the ally character is defeated (if the battle breakthrough lottery is not won), the game of one set of AT stage ends and the game moves to the end waiting stage (see Figure 72). On the other hand, if the ally character wins (wins the battle breakthrough lottery), the winning (victory) bonus will differ depending on the combination of ally character and enemy character, and the game will transition to a different game state depending on the content of the victory bonus (see Figure 72).
[0222] Next, the battle stage control process performed by the main control unit 10 will be described with reference to FIG. The battle stage control process is started when the current game state is the battle stage. First, the main control unit 10 determines whether or not a game start operation (betting operation, start lever operation, etc.) for the first game has been performed (S281). If it is determined that a game start operation has been performed (S281: Yes), a battle breakthrough lottery is executed (S282). The battle breakthrough lottery is performed by referring to the "battle breakthrough lottery table" shown in FIG. 41, based on the number of times pseudo bonus B is executed in the set and the pseudo setting value. Specifically, as a general trend, the larger the pseudo setting value selected, the easier it is to win, and odd numbers are more likely to win than even numbers. In addition, the more times the Pseudo Bonus B is executed, the easier it is to win. Furthermore, if the Pseudo Bonus B is executed seven or more times, the player is guaranteed to win the Battle Breakthrough Lottery. In this way, the outcome of the battle is determined based on the number of times the pseudo bonus B is executed and the pseudo setting value, but this is not limiting, and the expected probability of winning may differ depending on the combination of ally character and enemy character. For example, it may be possible to make the combination of ally character A and enemy character C more likely to win than the combination of ally character A and enemy character A.
[0223] Next, the winning prize for the battle breakthrough lottery is determined (S283). Specifically, by referring to the "Benefit Selection Table (Normal AT)" shown in FIG. 42 or the "Benefit Selection Table (Episode AT)" shown in FIG. 43, the benefit is determined according to the combination of ally and enemy characters. For example, when controlled by normal AT and the number of times pseudo bonus B is executed is 0 to 7 times, for a combination of ally character A and enemy character A, "Continue (preparation stage)" is selected with a probability of 204 / 256, "Specialized stage A" is selected with a probability of 12 / 256, "Specialized stage B" is selected with a probability of 40 / 256, and "Special AT stage" is not selected. In addition, for a combination of ally character B and enemy character B, there is a 204 / 256 probability that "Continue (Preparation Stage)" will be selected, there is a 52 / 256 probability that "Specialized Stage A" will be selected, and "Specialized Stage B" and "Special AT Stage" will not be selected. In addition, for a combination of ally character C and enemy character C, there is a 178 / 256 probability that "Continue (Preparation Stage)" will be selected, a 12 / 256 probability that "Specialized Stage B" will be selected, a 66 / 256 probability that "Special AT Stage" will be selected, and "Specialized Stage B" will not be selected. In addition, for a combination of special ally character A and enemy character A, there is a 204 / 256 probability that "Continue (Preparation Stage)" will be selected, a 12 / 256 probability that "Specialized Stage A" will be selected, a 40 / 256 probability that "Specialized Stage B" will be selected, and the "Special AT Stage" will not be selected. In addition, in the case of combinations other than these, "Continue (Preparation Stage)" is selected with a probability of 204 / 256, "Specialized Stage A" is selected with a probability of 40 / 256, "Specialized Stage B" is selected with a probability of 12 / 256, and "Special AT Stage" is not selected.
[0224] In addition, when the normal AT is controlled and the number of times that pseudo bonus B is executed is 8, one of the "specialized stage A," "specialized stage B," or "special AT stage" will be selected. Although not explained further, the bonus is set to be determined according to the probability shown in the figure for each combination of ally and enemy characters.
[0225] In this way, the benefits that are awarded when a player wins (wins) vary depending on the character combination that the player has decided on before entering the battle stage. Specifically, this is the case as follows (see FIG. 72). For example, if the push order bell role A is won in the second game or later of the preparation stage (specific game) and ally character A is determined by the player's stopping operation, and if the push order bell role A is won in the second game or later of the battle preparation stage (special game) and enemy character A is selected by the player's stopping operation, the probability of transitioning to specialized stage B (first benefit) is higher than if the push order bell role A is won in the second game or later of the preparation stage (specific game) and ally character A is determined by the player's stopping operation, and if the push order bell role B is won in the second game or later of the battle preparation stage (special game) and enemy character B is selected by the player's stopping operation.
[0226] The probability that specialized stage B will be selected may be other than the above. For example, in the combination of ally character A and enemy character A, the probability that specialized stage B will be selected may be 100%, and in the combination of ally character A and enemy character B, the probability that specialized stage B will be selected may be 0%. That is, any combination of ally character A and enemy character A may be used as long as it has a higher probability of determining a transition to specialized stage B (first benefit) than the combination of ally character A and enemy character B.
[0227] Furthermore, if the push order bell role A is won in the second game or later of the preparation stage (specific game) and ally character A is determined by the player's stopping operation, and if the push order bell role B is won in the second game or later of the battle preparation stage (special game) and enemy character B is selected by the player's stopping operation, the probability of transitioning to specialized stage A (second benefit) is higher than if the push order bell role A is won in the second game or later of the preparation stage (specific game) and ally character A is determined by the player's stopping operation, and if the push order bell role A is won in the second game or later of the battle preparation stage (special game) and enemy character A is selected by the player's stopping operation.
[0228] In addition, the probability that specialized stage A will be selected may be other than the above. For example, in the combination of ally character A and enemy character B, the probability that specialized stage A will be selected may be 100%, and in the combination of ally character A and enemy character A, the probability that specialized stage A will be selected may be 0%. That is, any combination of ally character A and enemy character B may be used as long as it has a higher probability of determining a transition to specialized stage A (second benefit) than the combination of ally character A and enemy character B.
[0229] In this way, if the push order bell combination that is won when selecting a character is the same in the preparation stage and the battle preparation stage (if the same character is selected), advantageous benefits are more likely to be awarded. However, without being limited to this, advantageous benefits may be more likely to be awarded when a different push order bell role is won (when a different character is selected).
[0230] Furthermore, if the combination of ally character B and enemy character B wins the battle breakthrough lottery, the game in the next set of AT stages will be controlled by episode AT. Furthermore, among the character combinations, only when the combination of ally character C and enemy character C wins the battle breakthrough lottery can the player move on to the special AT stage.
[0231] As described above, the combination of characters can be varied depending on the combination of button presses, and the type of benefit can be varied depending on the combination of characters. Therefore, it is possible to provide a variety of benefits, and it is possible to create interest in the benefits that are given depending on the characters selected, thereby increasing the interest. In addition, since bonuses can be awarded according to the combination of characters determined over multiple rounds of play (preparation stage → normal AT stage → battle preparation stage) before entering the battle stage, it is possible to maintain anticipation regarding the awarding of bonuses for a long period of time.
[0232] Also, as shown in Figure 43, when controlled by episode AT and the number of times pseudo bonus B is executed is 0 to 7, for all character combinations, "Continue (preparation stage)" is selected with a probability of 204 / 256, "Specialized stage A" is selected with a probability of 40 / 256, and "Specialized stage B" is selected with a probability of 12 / 256. In addition, when controlled by Episode AT and the number of times Pseudo Bonus B is executed is 8, for all character combinations, "Specialized Stage A" is selected with a probability of 64 / 256, and "Specialized Stage B" is selected with a probability of 192 / 256. However, the present invention is not limited to this, and the probability of winning may be different for each combination of ally character and enemy character.
[0233] In S281, when it is determined that the game start operation has not been performed (S281: No), it is determined whether or not the third reel stop operation has been performed (S284). If it is determined that the third reel has been stopped (S284: Yes), it is determined whether or not the set stock lottery combination has been won in the current game (S285). If it is determined that the set stock lottery combination is a winning combination (S285: Yes), a set stock lottery is executed (S286). The set stock lottery is executed in the same manner as S154 of the pseudo bonus A1 control process described above. In this way, in the battle stage, a lottery for acquiring set stocks is executed in response to a win of a rare role, etc. In other words, a lottery for continuing the AT stage is executed separately from the lottery for breaking through the battle. This allows you to move to the AT stage regardless of the result of the battle breakthrough lottery, which increases the excitement of the game. In other words, even if you do not win the battle breakthrough lottery and move to the end waiting stage, you can move from the end waiting stage to the AT stage.
[0234] Next, it is determined whether the current game is the final game (10th game) of the battle stage (S287), and if it is the final game (S287: Yes), the main control unit 10 operates as a continuation determination means to determine whether the player has won the battle breakthrough lottery (S288). If the player does not win the battle breakthrough lottery (S288: No), the game proceeds to the end waiting stage (S293) (arrow j in FIG. 10). On the other hand, if the battle breakthrough lottery has been won (S288: Yes), it is determined whether or not the current episode AT is in the third set (S289). If it is not the third set of the episode AT (S289: No), the game state will be changed according to the determined winning benefit (S291). Specifically, if "Continue (Preparation Stage)" is determined, control is exercised to transition to the preparation stage (arrow i in Figure 10); if "Specialized Stage A" is determined, control is exercised to transition to specialized stage A (arrow k in Figure 10); if "Specialized Stage B" is determined, control is exercised to transition to specialized stage B (arrow k in Figure 10); and if "Specialized AT Stage" is determined, control is exercised to transition to the special AT stage (arrow l in Figure 10).
[0235] If it is the third set of Episode AT (S289: Yes), the maximum number of sets (3 sets) of Episode AT has been consumed (ending transition condition 1 is met), and the game is controlled to transition to Ending B. In this case, the main control unit 10 operates as a determination means to determine whether the ending transition restriction condition is met. Specifically, it is determined whether the number of advantageous zone difference coins is equal to or less than a predetermined number (2109 coins) and whether the number of advantageous zone games is equal to or less than a predetermined number (1470 games) (S290). In other words, it determines whether the advantageous period will not end even if 290 coins are acquired, and whether the advantageous period will not end even if 29 games are played. In other words, it determines whether the transition restriction conditions are met, that is, the difference in number of sheets in the advantageous zone is 2110 sheets or more, or the number of games consumed in the advantageous zone is 1471 games or more.
[0236] If the transition restriction condition is met (S290: No), the set stock is erased (initialized) (S292), and control is exercised to transition to the end waiting stage (S293) (arrow j in FIG. 10). On the other hand, if the transition restriction condition is not satisfied (S290: Yes), control is performed to transition to ending B (S291) (arrow m in FIG. 10).
[0237] In this way, even if Ending Transition Condition 1 is met by winning the Battle Breakthrough Lottery for the third set of Episode AT in the Battle Stage, if the transition restriction condition is met, the result of the Battle Breakthrough Lottery will be invalidated and the transition to Ending B will be restricted. This type of control is performed because if the game transitions to the ending just before the end of the advantageous zone and the advantageous zone limiter is reached during the ending, the ending will be forcibly terminated midway, which could cause dissatisfaction for the player.
[0238] Therefore, in order to prevent such a situation, transition restriction conditions are set to control the transition to the ending. Specifically, this applies to the following cases: When Ending Transition Condition 1 is met in the Battle Stage, if the number of games consumed in the advantageous zone is 1,471 or more, the advantageous zone limiter (1,500 games) will be reached before the number of games spent in Ending B (30 games) is consumed, so the transition to the ending will be restricted. Also, if the difference in the number of coins in the advantageous zone is 2110 or more, the transition to the ending will be restricted because the advantageous zone limiter (2400 coins) will be reached before the number of games spent in Ending B (30 games) is consumed.
[0239] For example, it is possible to determine whether the transition restriction condition is satisfied by the following method. If the remaining number of difference coins in the advantageous zone up to the advantageous zone limiter is greater than a special number (29 x 10 = 290 coins) obtained by multiplying a specific number (29 games) that is one less than the number of games stayed in Ending B (30 games) by the maximum number (10 coins) of difference between the number of game values used by the player in one game (3 coins) and the number of game values granted to the player (13 coins), it is determined that the transition restriction conditions are met. In other words, if you win Push Order Bell B or Push Order Bell C during Ending B and continue to win the maximum difference in number of coins (10 coins), you will reach the advantageous zone limiter (2,400 coins) before playing 30 games, so the transition to the ending will be restricted. The battle stage control process is carried out as described above.
[0240] The battle stage control process may be modified as follows. When Ending Transition Condition 1 is met, control may be exercised to transition to Ending B even if the transition restriction condition is met. In this case, Ending B will end prematurely if the advantageous zone limiter is reached in Ending B that is subsequently transitioned to, but it may be possible to make it appear as if the advantageous zone has not ended (the ending has not ended) by, for example, executing the remaining ending effects. This allows the player to see all of the ending effects. Also, when the limiter of the advantageous zone is reached, it may be made to appear as if the advantageous zone has ended, and then a transition to the ending may be announced. Furthermore, the battle breakthrough lottery has been described as being performed based on the number of times pseudo bonus B has been executed in the set, but this is not limited to this, and the lottery may also be performed based on the total number of times pseudo bonus B has been executed and the number of chance stocks currently owned.
[0241] (Waiting for completion stage) The end waiting stage is a game state that is entered from the battle stage and remains for two games. In addition, the end waiting stage is controlled to the AT state, and only the push order navigation corresponding to the first reel stop operation of the winning push order bell role is displayed. The first game in the end waiting stage notifies the player that the game in the AT stage will end, and the second game makes a predetermined notification depending on the game state to be transitioned to next. For example, if the transition destination is a non-advantageous state or a normal stage, a result screen is displayed on the display 8. The result screen displays information to inform the player of the results of the game during the AT stage, such as the number of games played during the AT stage (total number of games), the number of medals won (total number won), etc. In addition, on the result screen, setting suggestion information for suggesting or definitively notifying the player of the setting value set by the probability setting device 15 may be notified by notification means (display 8, speaker 9). For example, a predetermined character may be displayed on the display 8, and the setting value may be predictable to some extent from the displayed character. Also, if the player has a set stock and the next stage is the preparation stage, a message will be displayed indicating that the game will start again for one set of AT stages. For example, the display 8 will display an effect in which an ally character is revived, and an effect in which the player returns to the preparation stage again.
[0242] Next, the termination waiting stage control process performed by the main control unit 10 will be described with reference to FIG. The end waiting stage control process is started when the current game state is the end waiting stage. First, the main control unit 10 determines whether or not a third reel stop operation has been performed (S301). If it is determined that the third reel has not been stopped (S301: No), the processing is terminated, and if it is determined that the third reel has been stopped (S301: Yes), it is determined whether or not the set stock lottery role has been won in the current game (S302). If it is determined that the set stock lottery combination is a winning combination (S302: Yes), a set stock lottery is executed (S303). The set stock lottery is executed in the same manner as S154 of the pseudo bonus A1 control process described above.
[0243] Next, it is determined whether or not a set stock is owned (S304). If the player owns the set stock (S304: No), the stage promotion lottery continues (S305). It should be noted that the processes of S305 to S308 are the same as those of S176 to S179 in the pseudo bonus A1 control process described above, and the game is controlled to move to the preparation stage (arrow o in FIG. 10).
[0244] On the other hand, if the player does not own a set stock (S304: Yes), it is determined whether the number of games played in the advantageous zone (the value indicated by the counter A1) is equal to or greater than a predetermined number (S309). For example, it is determined whether the number is equal to or greater than "900 games." If it is determined that the number of games played in the advantageous zone is equal to or greater than a predetermined number (S309: Yes), the state is controlled to transition to a non-advantageous state (S310) (arrow q in FIG. 10). In this way, if there are only a few games remaining in the advantageous zone at the end of one set of play in the AT stage, the game is forcibly controlled to a non-advantageous state. In other words, the advantageous zone is ended and the game is controlled to the normal zone. This is because if the advantageous zone is carried over, when the player transitions to an AT state (pseudo bonus, AT stage, etc.) in the normal stage to which they transition, the period until the advantageous zone limiter (1500 games) will be short, and the period of time they will stay in the AT state will be short, which will be disadvantageous to the player.
[0245] On the other hand, if it is determined that the number of games played in the advantageous zone is not equal to or greater than the predetermined number (S309: No), pre-processing for transition to the normal stage (period number lottery (S311) ~ transition to the normal stage (S316) (arrow p in Figure 10)) is executed. In other words, if there are many games remaining in the advantageous zone at the end of one set of the AT stage, the advantageous zone will be continued and the game will move to the normal stage. In addition, in steps S311 (lottery of period number) to S316 (transition to normal stage), the same processing as in steps S7 (lottery of period number) to S12 (transition to normal stage) in the non-advantageous state control processing is executed. As described above, the end waiting stage control process is performed.
[0246] The termination waiting stage control process may be modified as follows. Before the process of S302, it may be determined whether or not S292 was executed in the immediately preceding battle stage control process. In other words, it may be determined whether or not the set stock was erased (initialized) by satisfying the transition restriction condition in the battle stage. If the set stock is erased in the battle stage, the process may be controlled to transition to an unadvantageous state by transitioning to S310, whereas if the set stock is not erased, the process may be controlled to transition to S302. This prevents the player from winning the set stock lottery (S303) in the end waiting stage control process and transitioning to the AT stage, even though the set stock has been erased to forcibly control the game to a non-advantageous state due to the small number of remaining advantageous zone games in the battle stage.
[0247] (Specialized Stage) The specialized stage can be entered from the battle stage and lasts for a predetermined period of time (for example, 5 games). The specialized stage has specialized stage A and specialized stage B, and a lottery for winning chance stocks and set stocks is held every game, creating a gaming state in which the probability of winning stocks is high.
[0248] Next, the specialized stage control process performed by the main control unit 10 will be described with reference to FIG. The specialized stage control process starts when the current game state is specialized stage A or specialized stage B. First, the main control unit 10 determines whether or not a third reel stop operation has been performed (S321). If it is determined that the third reel has not been operated to stop (S321: No), the processing is terminated, and if it is determined that the third reel has been operated to stop (S321: Yes), it is determined whether the conditions for executing the chance stock lottery have been met in the current game (S322). If it is determined that the conditions for executing the chance stock lottery are met (S322: Yes), it is determined whether or not the specialized stage A is in progress (S323).
[0249] In the case of Specialized Stage A (S323: Yes), by referring to the "Chance Stock Lottery Table (Specialized Stage A)" shown in Figure 44, a lottery to obtain chance stocks is executed based on the winning combination of the current game (S324). In the case of Specialized Stage B (S323: No), by referring to the "Chance Stock Lottery Table (Specialized Stage B)" shown in Figure 44, a lottery to obtain chance stocks is carried out based on the winning combination of the current game (S325). Specifically, it is set up so that it is easier to win in Specialized Stage B than in Specialized Stage A. Also, it is easier to win based on the relationship of Common 1-piece role < Weak Cherry role, Watermelon role < Chance role < Strong Cherry role.
[0250] The lottery for acquiring the chance stock in S324 may be carried out as follows. For example, if the third set of episode AT is in progress and the number of chance stocks owned is five, a lottery to acquire chance stocks will be conducted based on the winning role of the current game by referring to the "Chance Stock Lottery Table" shown in Figure 48; on the other hand, if the third set of episode AT is in progress and the number of chance stocks owned is other than five, a lottery may be conducted based on the winning role of the current game by referring to the "Chance Stock Lottery Table" shown in Figure 44.
[0251] Next, a set stock lottery is executed (S326). The set stock lottery is executed in the same manner as S254 of the pseudo bonus B1 control process described above. It is determined whether or not this is the final game (fifth game) of the specialized stage (S327), and if it is not the final game (S327: No), the processing is terminated, and if it is the final game (S327: Yes), control is made to transition to the preparation stage (S328) (arrow n in Figure 10), and the processing is terminated. The specialized stage control process is carried out as described above.
[0252] (Special AT stage) The special AT stage can be entered from the battle stage, and is a set continuation type game state in which the game progresses over a predetermined period (for example, 10 games) as one set. In addition, the special AT stage is controlled in AT state, and all push order navigation corresponding to the 1st to 3rd reel stop operation of the winning push order bell role is displayed. Therefore, it is a game state where you can expect an increase in medals.
[0253] In the special AT stage, after one set of play is completed, a lottery is held to acquire loop stocks, which are the right to continue (continue) in the special AT stage. Therefore, the more loop stocks you acquire, the longer you can stay in the special AT stage, which gives you an advantage. Furthermore, when a loop stock is acquired, the player is notified in a recognizable manner that the loop stock has been acquired. The special AT stage can continue for up to 30 sets (consecutive wins), and once the 30th set is confirmed (ending transition condition 2), the game will transition to Ending C. On the other hand, if the special AT stage does not continue (consecutive wins), the game will transition to an unfavorable state. Therefore, the player will pay attention to whether the special AT stage will be a consecutive win or not, and will proceed with the game in the hope of moving on to Ending C.
[0254] Next, the special AT stage control process performed by the main control unit 10 will be described with reference to FIG. The special AT stage is designed to continue for at least three sets. In other words, when the special AT stage begins, the game starts with three loop stocks as the guaranteed set number. However, this is not limited to this, and the initial value of the guaranteed set number may be other than three (including zero). In addition, when the special AT stage begins, the currently owned chance stocks and set stocks are converted into loop stocks. Therefore, any stocks that have not been consumed by the time the special AT stage begins are used without waste, preventing the player's interest from declining.
[0255] The special AT stage control process is started when the current game state is the special AT stage. First, the main control unit 10 determines whether or not a third reel stop operation has been performed (S331). If it is determined that the third reel has not been stopped (S331: No), the processing is terminated, and if it is determined that the third reel has been stopped (S331: Yes), it is determined whether or not the loop stock lottery role has been won in the current game (S332). The loop stock lottery combination is, for example, a common 1-piece combination, a weak cherry combination, a strong cherry combination, a watermelon combination, or a chance eye combination. However, it is not limited to these, and may also be, for example, a non-rare combination.
[0256] If it is determined that the loop stock lottery role is a winning combination (S332: Yes), the loop stock lottery is executed (S333). The loop stock lottery is performed based on the winning combination of the current game by referring to the "loop stock lottery table" shown in Figure 45. In this case, the likelihood of winning is increased based on the relationship of common 1-piece combination < weak cherry combination, watermelon combination < chance eye combination < strong cherry combination. If the loop stock lottery is won, the main control unit 10 operates as an execution right granting means and an execution right storing means to grant one loop stock and store it in the storage unit. Note that this is not limited to this, and the number of loop stocks granted may be other than one.
[0257] Next, it is determined whether or not it is the final game (tenth game) of the special AT stage (S334), and if it is the final game (S334: Yes), it is determined whether or not it is currently the 30th set (S335). In the case of the 30th set (S335: Yes), the maximum number of sets (30 sets) of the special AT stage has been consumed (ending transition condition 2 has been met), so the game is controlled to transition to ending C (S336) (arrow r in Figure 10).
[0258] On the other hand, if it is not the 30th set (S335: No), the main control unit 10 operates as a continuation determining means to determine whether or not the loop stock is in possession (S337). If the player does not own a loop stock (S337: Yes), it is determined whether the player is currently in the 20th to 29th set (S338), and if the player is not currently in the 20th to 29th set (S338: No), the game is controlled to transition to a non-advantageous state (S342) (arrow s in Figure 10). On the other hand, if the player does not have a loop stock and it is the 20th to 29th set (S338: No), the main control unit 10 operates as a determination means to determine whether the ending transition restriction condition is met. Specifically, it is determined whether the number of advantageous zone difference coins is less than or equal to a predetermined number (2109 coins) and whether the number of advantageous zone games is less than or equal to a predetermined number (1470 games) (S339). In other words, it determines whether the advantageous period will not end even if 290 coins are acquired, and whether the advantageous period will not end even if 29 games are played. In other words, it determines whether the transition restriction conditions are met, that is, the difference in number of sheets in the advantageous zone is 2110 sheets or more, or the number of games consumed in the advantageous zone is 1471 games or more.
[0259] If the transition restriction condition is satisfied (S339: No), control is performed to transition to the unadvantageous state (S342) (arrow s in FIG. 10). On the other hand, if the transition restriction conditions are not met (S339: Yes), the lottery for Ending C is executed (S340). The Ending C lottery refers to the "Ending C lottery table" shown in FIG. 46, and executes a lottery to transition to Ending C based on the number of consecutive sets (consecutive games). Specifically, the more sets there are, the easier it is to win. For example, for sets 20 to 22, the probability of winning is 160 / 256, for sets 23 to 25, the probability of winning is 192 / 256, for sets 26 to 27, the probability of winning is 224 / 256, and for sets 28 to 29, the probability of winning is 240 / 256. If the ending C lottery is won (S341: Yes), control is performed to transition to ending C (S343) (arrow r in FIG. 10).
[0260] On the other hand, if it is determined in S337 that a loop stock is owned (S337: No), it is determined whether or not the current set is the 29th set (S344), and if it is not the 29th set (S344: No), the main control unit 10 operates as an execution right usage means, consuming one loop stock and continuing the special AT stage to execute the next set (S347). On the other hand, if it is the 29th set (S344: Yes), the maximum number of sets (30 sets) in the special AT stage has been consumed (ending transition condition 2 has been met), and the game will be controlled to transition to ending C. In this case, a determination is made as to whether the ending transition restriction condition has been met.
[0261] Specifically, it is determined whether the number of advantageous zone difference coins is equal to or less than a predetermined number (2009 coins) and whether the number of advantageous zone games is equal to or less than a predetermined number (1460 games) (S345). In other words, it determines whether the advantageous period will not end even if 390 coins are acquired, and whether the advantageous period will not end even if 39 games are played. In other words, it determines whether the transition restriction conditions are met, that is, the difference in number of sheets in the advantageous zone is 2010 sheets or more, or the number of games consumed in the advantageous zone is 1461 games or more. If the transition restriction condition is satisfied (S345: No), control is performed to transition to the unadvantageous state (S346) (arrow s in FIG. 10). On the other hand, if the transition restriction conditions are not met (S345: Yes), the main control unit 10 operates as an execution right usage means, consuming one loop stock and continuing the special AT stage to execute the 30th set (S347).
[0262] In this way, even if Ending Transition Condition 2 is met when the transition to the 30th set is confirmed in the special AT stage, if the transition restriction condition is met, the continuation determination result for the 30th set is invalidated and the transition to Ending C is restricted. The reason for this control is the same as the restriction on transition to Ending B in the battle stage described above, and is to prevent the player from feeling dissatisfied by the ending ending prematurely. For example, it is possible to determine whether the transition restriction condition is satisfied by the following method. If the remaining number of difference coins in the advantageous zone up to the advantageous zone limiter is greater than a special number (39 x 10 = 390 coins) obtained by multiplying a specific number (39 games) that is one less than the sum of the number of games stayed in Ending C (30 games) and the number of games stayed in the 30th set (10 games) by the maximum number (10 coins) of difference between the number of game values used by the player in one game (3 coins) and the number of game values granted to the player (13 coins), the transition restriction conditions are determined to be met. In other words, if you win Push Order Bell B or Push Order Bell C during the 30th set of the special AT stage and Ending C, and continue to win the maximum difference in number of coins (10 coins), you will reach the advantageous zone limiter (2,400 coins) before playing 40 games, so the transition to the ending will be restricted. As described above, the special AT stage control process is performed.
[0263] (Special AT stage production control processing) Next, the special AT stage performance control process performed by the sub-control unit 20 will be described with reference to FIG. As mentioned above, when a loop stock is acquired in a special AT stage, the player is notified, in principle, of information (specific information) indicating that a loop stock has been acquired. On the other hand, notification of information indicating that a loop stock has been acquired is restricted when a predetermined condition is met. For example, when the number of times that the specific information has been notified reaches a specific number, notification of the specific information is restricted. In addition, in games related to the latter half of the special AT stage (near completion), control is performed so that specific information is less likely to be announced.
[0264] First, the sub-controller 20 determines whether or not a game start operation (betting operation, start lever operation, etc.) for the first game has been performed (S351). Specifically, the sub-controller 20 determines that an operation has been performed when it receives a signal related to a game start operation from the main controller 10. If it is determined that a game start operation has been performed (S351: Yes), the value of the number of loop stock acquisition notifications is initialized to "0" (S352).
[0265] Next, it is determined whether or not a loop stock has been acquired (won in the loop stock lottery) (S353). In this case, the sub-control unit 20 makes this determination by receiving a command from the main control unit 10 indicating that the loop stock lottery has been won. If it is determined that a loop stock has been acquired (S353: Yes), it is determined whether the value of the loop stock acquisition notification count is less than "26 times" (S354). In other words, it is determined whether or not 26 notifications have already been sent to the effect that a loop stock has been acquired, triggered by winning the loop stock lottery. If the value of the loop stock acquisition notification count is not less than "26 times" (S354: No), the process ends. That is, the control is performed so that the loop stock acquisition notification is not performed.
[0266] This determination process is based on the number of 30 sets, which is the maximum number of continuing sets in the special AT stage, and the number of 3 sets, which is the number of guaranteed sets. When the number of loop stock acquisition notifications is "26 times," this means that 26 notifications have already been made, and it is possible to recognize that the game will move to the ending when the next 27th notification is made. Therefore, if a notification is made when 26 notifications have already been made, the player will be notified that the ending has been confirmed. However, if an announcement is made in such a situation, and the aforementioned conditions for restricting the transition to Ending C are met, a situation may arise in which the player is not transitioned to Ending C despite being notified that the ending has been confirmed, which may lead to distrust or doubts on the part of the player. Therefore, in order to prevent such a situation, when the number of loop stock acquisition notifications reaches a specific number (for example, 26 times), control is performed so that notifications are restricted. Although the "specific number" only considers the number of guaranteed sets granted at the start of the special AT stage, it is not limited to this and the specific number may also be set to include loop stocks converted from chance stocks and set stocks at the start of the special AT stage.
[0267] On the other hand, if the value of the loop stock acquisition notification count is less than "26 times" in S354 (S354: Yes), a loop stock acquisition notification lottery is executed (S355). The loop stock acquisition notification lottery determines whether or not to notify based on the number of games played in the advantageous zone (the value indicated by counter A1) by referring to the "loop stock notification lottery table" shown in Figure 47.
[0268] For example, if the number of games consumed in the advantageous zone is "399 games or less," "alert" is selected with a probability of 224 / 256; if it is "400 to 599 games," "alert" is selected with a probability of 192 / 256; if it is "600 to 699 games," "alert" is selected with a probability of 128 / 256; if it is "700 to 799 games," "alert" is selected with a probability of 224 / 256; and if it is "800 to 1500 games," "alert" is selected with a probability of 32 / 256. In this way, the greater the number of games played in the advantageous zone, the more difficult it becomes to select "notification." This means that even if a player wins the lottery to transition to the ending during play in the latter half of the special AT stage (for example, the 20th to 29th sets), but is not transferred to the ending because the transition restriction conditions are met, it is difficult for the player to be notified of the acquisition of loop stocks during this period, which prevents the player from developing distrust or doubts.
[0269] Next, it is determined whether or not the loop stock acquisition notification lottery has been won (S356), and if it is determined that the player has won (S356: Yes), the value of the number of loop stock acquisition notifications is incremented by 1 (S357), and a notification of the loop stock acquisition is executed (S358). For example, the display device 8 displays an effect image including a predetermined background image and text information that allows the player to recognize that he or she has won the stock acquisition lottery. In response to the display of the effect image on the display device 8, a predetermined sound effect is output from the speaker 9, and the lamp 11 emits light in a predetermined light-emitting manner. In addition, the effect image may be different for each type of rare combination that has been won. As described above, the special AT stage performance control process is carried out.
[0270] (ending) The ending is a game state that can be transitioned to when the end of the advantageous zone is approaching, and is positioned as the final stage of a game state that is advantageous to the player. The ending is controlled in AT mode, and all push order navigation corresponding to the 1st to 3rd reel stopping operations of the winning push order bell role are displayed. The game also has three endings: Ending A, Ending B, and Ending C. Ending A will start from each stage if the ending limiter is reached during the advantageous section. It will also start after the end of Ending B or Ending C. After that, Ending A will continue until the advantageous section limiter is reached. Ending B is entered from the battle stage when the maximum number of sets (3 sets) of Episode AT has been consumed (Ending Transition Condition 1), and continues for a specified period of time (e.g., 30 games), after which it transitions to Ending A. Ending C is entered from the special AT stage when the maximum number of sets (30 sets) in the special AT stage has been consumed (Ending transition condition 2), and continues for a specified period of time (for example, 30 games), after which it transitions to Ending A. If the ending limiter is reached during Ending B or Ending C, the game will not transition to Ending A until a predetermined period of time (for example, 30 games) has elapsed, after which the game will transition to Ending A. During Ending B and Ending C, an effect (completion effect) is executed to congratulate the player for continuing the advantageous state to the upper limit. The endings are composed of three, Ending A, Ending B, and Ending C, and each game state has its own function, but this is not limited to this, and a game state with one ending that has all the functions may also be used.
[0271] Furthermore, as described above, when the ending transition condition 1 is established or when the ending transition condition 2 is established, if the transition restriction condition is satisfied, transition to the ending is restricted. Specifically, if the transition restriction condition is met in the battle stage (if the difference in the number of coins in the advantageous zone is 2110 or more, or the number of games consumed in the advantageous zone is 1471 or more), transition to Ending B will be restricted even if Ending Transition Condition 1 is met. In addition, in the special AT stage, if the transition restriction condition is met (if the difference in the number of sheets in the advantageous zone is 2110 or more, or the number of games consumed in the advantageous zone is 1471 or more), transition to Ending C will be restricted even if Ending Transition Condition 2 is met.
[0272] Next, the ending control process performed by the main control unit 10 will be described with reference to FIG. The ending control process starts when the current game state is Ending A, Ending B, or Ending C. First, the main control unit 10 determines whether or not a third reel stop operation has been performed (S361). If it is determined that the third reel has not been stopped (S361: No), the processing is terminated, and if it is determined that the third reel has been stopped (S361: Yes), it is determined whether the advantageous zone limiter has been reached (S362). In other words, it determines whether the number of games played in the advantageous zone (value indicated by counter A) has reached 1,500 games, or whether the difference in number of coins in the advantageous zone (value indicated by counter B) has reached 2,400 coins.
[0273] If it is determined that the advantageous zone limiter has been reached (S362: No), the advantageous zone is ended and control is performed to transition to a non-advantageous state (S364) (arrow t in Figure 10), and processing is terminated. On the other hand, if it is determined that the advantageous zone limiter has not been reached (S362: Yes), it is determined whether this is the final game (30th game) of Ending B or Ending C (S363), and if it is the final game (S363: Yes), control is exercised to transition to Ending A (S365), and processing is terminated. The ending control process is carried out as described above.
[0274] As explained above, in the present invention, the present invention comprises game result determination means (main control unit 10) capable of determining a game result (winning combination) based on the establishment of a predetermined condition, stop operation means (stop button 5) by which a player can perform a stop operation, identifier display means (reels 41) capable of stopping and displaying variably displayed identifiers (symbols) in a stop display mode corresponding to the game result determined by the game result determination means and the stop operation mode on the stop operation means, game value awarding means (main control unit 10) capable of awarding game value (medals, etc.) corresponding to the stop display mode of the identifiers stopped and displayed on the identifier display means, and bonus awarding means (main control unit 10) capable of awarding bonuses related to games, and the identifier display means is configured to award a bonus related to games when the game result determination means determines a specific game result (push order bell combination) and the stop operation means performs a first stop operation. When a stop operation is performed in the correct push order (correct push order: center → left → right operation), the identification information can be stopped and displayed in a first stop display mode (a combination of patterns corresponding to the push order bell role), and when the game result determination means determines a specific game result and the stop operation means performs a stop operation in a second stop operation mode (incorrect push order: left → center → right operation), the identification information can be stopped and displayed in a second stop display mode (push order bell spill or missing number), and the game value granting means is configured to grant more game value when the identification information is stopped and displayed in the first stop display mode by the identification information display means than when the identification information is stopped and displayed in the second stop display mode, and the bonus granting means is configured to grant a bonus when a game in which the identification information is stopped and displayed in the second stop display mode occurs a predetermined number of times in succession.
[0275] By being equipped with such a configuration, the slot machine 1 of the present invention can award a bonus if a push order bell role is won, or if a game in which a combination of symbols is displayed in a stopped state due to a push order bell spill occurs a predetermined number of times in succession. This prevents the player from suffering a significant disadvantage in a game state where only the push order navigation corresponding to the first reel stop operation is displayed (for example, the normal AT stage), where push order bell spill symbols may be displayed in succession. In addition, the stress of the player caused by not being able to stop and display the combination of symbols corresponding to the push order bell role can be reduced.
[0276] On the other hand, conventional gaming machines have a gameplay feature in which if a push order role is won in a specific game and the button is stopped in the specific push order specified for that push order role, a bonus such as AT play is awarded. However, with this gaming machine, if the stop operation is not performed in a specific order, the player is not given any benefits, which means that there is a risk that the player will suffer a significant disadvantage, and this is insufficient to increase the interest of the game. In this way, the slot machine 1 of this embodiment can solve all or part of the problems that need to be improved in conventional gaming machines.
[0277] (Second embodiment) Next, a second embodiment of the present invention will be described. The following explanation and drawings will focus on the main differences from the first embodiment. Portions that perform the same functions as those in the first embodiment will be appropriately given the same names and the same reference numerals or the same reference numerals at the end (last two digits, etc.), and duplicate explanations will be omitted where appropriate. In this embodiment and in the drawings, the pseudo bonus is also referred to simply as pseudo bonus, and the game is also referred to as G, as appropriate. FIG. 73 is a diagram for explaining the arrangement of symbols on the reels 241 (241a to 241c) of the second embodiment. 74 and 75 are transition diagrams for explaining the flow of the game state in the second embodiment. FIG. 76 is a diagram showing the internal lottery table 211a and the pseudo bonus type lottery table 211b of the second embodiment. FIG. 77 is a diagram showing a common 1-piece combination-stop operation table 211c of the second embodiment. FIG. 78 is a diagram showing various tables 212a to 212c that are referred to during a stay in the simulated boat A1 in the second embodiment. FIG. 79 shows tables to be referred to while staying in the pseudo boss A1 in the second embodiment, ie, the provocative effect execution lottery tables 215a to 215c and the AT lottery table 212d. FIG. 80 is a diagram showing various tables 213a and 213b that are referred to during stay in the AT stage in the second embodiment.
[0278] As shown in FIGS. 74 and 75, the basic game flow in the gaming state of this embodiment is the same as that of the first embodiment. That is, the outline of the game flow in this embodiment is as follows. It is possible to transition from the normal stage to the CZ1 stage and CZ3 stage, and from the CZ1 stage to the AT stage via pseudo-bo A1, A2, CZ2 stages, etc., or it is possible to transition directly from the CZ3 stage to the AT stage. In the AT stage, the judge level increases by moving back and forth between the main stage (also called MS) and pseudo-bo B. The higher the judge level, the more advantageous it is for the player to play in the battle stage after moving from MS. Note that MS is a game state equivalent to the normal AT stage in the first embodiment. By winning the battle stage, the player can play again in MS, while losing in the battle stage will move to an unadvantageous state.
[0279] (Arrangement of symbols, winning role) As shown in FIG. 73(A), the periphery of the reels 241a to 241c has symbols such as "Replay 1", "Replay 2", "Blank", "Bell", "BAR", "Purple 7", "White 7", and "BAR". Also, as shown in Figures 73(B) and 73(C), the combinations of stopping symbols in this embodiment include not only common ones (watermelon, weak cherry, strong cherry, chance symbol, etc.), but also fixed symbols (1 type), rare point symbols (4 types), etc. Although not shown in Figure 73, the combinations of stopped symbols include combinations of symbols corresponding to common 1-piece roles (described later), combinations of symbols corresponding to point numbers, etc.
[0280] (various tables) The lottery table of the gaming machine of this embodiment will be described. Note that the numerical values (allocation values) listed in the lottery tables below are examples, and other numerical values may be used. Also, the lottery tables below include ones in which the numerical values (allocation values) are common to all settings, and ones in which the numerical values (allocation values) differ for each setting, but these are examples. In other words, the lottery tables may have numerical values (allocation values) that are common to all settings, or may have different values. Furthermore, only some settings (only even numbers, only odd numbers, only high settings, etc.) may have different numerical values (allocation values) from other settings, or may have tables that are different from other settings.
[0281] The details of the process using these lottery tables will be described later, but the outline is as follows. As shown in Figures 76 to 80, the memory unit of the main control unit 10 has an internal lottery table 211a, a pseudo bonus type lottery table 211b, a common 1-piece role-stop operation table 211c, a ceiling point lottery table 212a, a promotion point lottery table 212b, an increased game number lottery table 212c, an AT lottery table 212d, a pseudo bonus B transition lottery table 213a, and an MS game number increased lottery table 213b. These tables are referred to by the main control unit 10 when various lottery processes are executed. The processes using these tables will be described later, but are outlined below.
[0282] The internal lottery table 211a is referenced in the lottery process for each game in the bonus winning state. The internal lottery table 211a in Figure 76 shows, as an example, the winning probability for each winning role in a 3-bet game. Although not shown in the figures or in detailed description, the storage unit also stores lottery tables relating to the winning probabilities corresponding to each winning role in a 1-bet game and a 2-bet game.
[0283] The common 1 piece role-stop operation table 211c is referred to when the common 1 piece role 1, 2 is won. The pseudo bonus type lottery table 211b is referenced while staying on the CZ1 stage. The ceiling point lottery table 212a, the promotion point lottery table 212b, and the bonus game number lottery table 212c are referenced while staying in the first part of the pseudo bonus A1. The AT lottery table 212d is referenced while staying in the second part of the pseudo-boat A1. The pseudo-B transition lottery table 213a and the MS game number increase lottery table 213b are referenced while staying in the AT stage.
[0284] As shown in FIG. 79, the memory unit of the sub-control unit 20 stores a provocative effect execution lottery table 215a (3 points or more remaining), a provocative effect execution lottery table 215b (2 points remaining), and a provocative effect execution lottery table 215c (1 point remaining). As will be described later, the sub-control unit 20 refers to these tables 215a to 215c in each game that is in the first part of the simulated boss A1, and executes the provocative effect processing.
[0285] (Basic actions when winning each winning role) The benefits (replay, number of medals paid out, etc.) when each winning combination shown in the internal lottery table 211a of FIG. 76 is won are as follows. Replay 1, Replay 2: Replay, payout 0 coins Common 1-piece role 1, Common 1-piece role 2, ..., Chance eye 2: Payout number 1 Common Bell A1, Common Bell A2: Payout number 3 Push order bell A3, push order bell A4, ..., push order bell A6: 9 coins paid out If you miss any of the push order bells A3 to A6 (if you press them in the incorrect order), the "point number" will stop and the payout will be "1 coin." If you miss a weak cherry, ..., or chance number 2, the payout will be 0 coins. Other than these roles, there are no misses.
[0286] (Correspondence between common 1-piece roles and stop results) As shown in the common 1-piece role-stop operation table 211c in Figure 77, in games in which the player wins common 1-piece roles 1 and 2, the stop results are predetermined according to the order in which the player presses the buttons to stop the reels, the pattern aimed at by the button press operation, etc. In the embodiment, stopping the left stop button 5a first is also referred to as a left first operation. Similarly, stopping the center stop button 5b and the right stop button 5c first is also referred to as a center first operation and a right first operation.
[0287] (Left 1st operation) Rare point symbol: If the left hand is operated 1st and the operation is performed without aiming for the 7 symbol (the area where white 7 and purple 7 are consecutive on reel 241), the rare point symbol will stop and be displayed. In this case, the determination of whether or not the button press was performed with the aim of hitting the 7 symbol may be made by determining whether or not the stop button 5 was pressed at a timing that would stop the white 7 on the active line (the line diagonally downward to the right).
[0288] In addition, in the gaming machine of this embodiment, when a common 1-piece role is won, the left 1st operation push order navigation and the eye-pressing navigation to stop the 7 symbol are not executed simultaneously. Therefore, while staying in the normal stage, the player performs the left 1st operation and operates the stop button 5 without aiming for the 7 symbol with eye-pressing. Therefore, when a common 1-piece role is won while staying in the normal stage, the symbol corresponding to the rare pt number is stopped and displayed.
[0289] (Medium 1st operation) Confirmed number: When the first operation is performed and the button press is performed aiming at the BAR, the stop is displayed. If you do not aim for BAR, the other payout numbers will stop.
[0290] (Right 1st operation) In a game where you win the common 1-piece role 1 or 2, if you receive the right 1st operation, the results will stop as follows: white 7s, purple 7s, blank white 7s, white 7s, and other 1-piece roles. (7 white, 7 purple) When the all stop buttons 5a, 5b, and 5c are pressed with the aim of hitting the 7 symbol, and are operated in the following order, the result will be either "White 7s (bottom right diagonal line)" or "Purple 7s (middle line)." White 7s: In a game where you win Common 1-piece Role 1, the reels will stop when you operate the stop buttons 5a, 5b, and 5c in the order of "right → center → left." Also, in a game where you win Common 1-piece Role 2, the reels will stop when you operate the stop buttons 5a, 5b, and 5c in the order of "right → left → center." Purple 7s: In a game where you win Common 1-piece Role 1, the machine will stop when you operate the stop buttons 5a, 5b, and 5c in the order of "right → left → center." Also, in a game where you win Common 1-piece Role 2, the machine will stop when you operate the stop buttons 5a, 5b, and 5c in the order of "right → center → left."
[0291] (Blank · White 7 · White 7) If all of the following conditions are met, a blank, a white 7, and a white 7 will be displayed on the diagonally lower right line. In a game where a common 1-piece role 1 or 2 was won, the right 1st operation was performed. The middle stop button 5b and the right stop button 5c were operated by aiming for the 7 symbol, and the left stop button 5a was operated by aiming for a single purple 7.
[0292] (The result corresponds to the other 1-piece role) When the right 1st operation is performed in a game in which the common 1-piece role 1 or 2 is won, if any of the following conditions are met, the results corresponding to the other 1-piece role will be stopped and displayed. The middle stop button 5b and the right stop button 5c were not operated with the aim of hitting the 7 symbol. The left stop button 5a was not pressed with the aim of hitting the 7 symbol, or with the aim of hitting a single purple 7.
[0293] The combinations that can stop the "rare pt number" and "determined number" are not limited to those described above. For example, the "determined number" may be displayed when either the common bell A1 or A2 as the push order bell is selected and the first operation is accepted, and the "rare pt number" may be displayed when the replay 1 is selected.
[0294] (Push order navigation) When controlled in the AT state, the push order navigation (specific operation order notification means) notifies the player to operate the three stop buttons 5a, 5b, and 5c in the operation order corresponding to the winning role in a game in which a winning role with a push order is won. The notification of the pressing order can be, for example, a notification regarding the first stop operation (also called 1st navigation) or a notification regarding the pressing order of the first to third stop operations (also called full navigation). In the embodiment, the device itself that executes the push order navigation (main control unit 10, display 8, navigation lamp 12, etc.) is also referred to as the push order navigation, as appropriate.
[0295] In the game where the common bell A1, A2, or the push order bell A3 to A6 is won, the push order navigation will execute the 1st navigation or all navigation. The push order navigation executed when the bell role is won is also called the bell navigation. In the embodiment, the AT state in which only the 1st navigation is executed is also referred to as a partial AT, etc. Also, in the embodiment, the common bell role in which the push order navigation is executed in this way is also appropriately referred to as a common bell, etc. as the push order navigation. The push order navigation can issue a notification to encourage the player to stop the reels in the order of "left → center → right" in a game in which the common bell A1 is won, and can issue a notification to encourage the player to stop the reels in the order of "left → right → center" in a game in which the common bell A2 is won. Note that, regardless of the push order, the common bells A1 and A2 are displayed as a combination of "bell, bell, bell" symbols, so the push order navigation does not need to issue a notification. In the embodiment, the mode in which the combination of "bell, bell, bell" symbols is displayed as a stop is also referred to as "bell alignment," "bell alignment," etc.
[0296] In games where the common bells A1 and A2 are won during a partial AT, the push order navigation will execute a notification (also called left 1st navigation) to operate the left stop button 5a. As mentioned above, the common bells A1 and A2 are roles in which the bell symbols line up regardless of the push order, so the push order navigation does not need to execute a notification, and may execute other stop operation sequences, notifications of specific symbols, etc. Also, as will be described later, the push order navigation will execute all navigation in games in which the common 1-piece role 1 or 2 is won while in the pseudo-boss A1 preparation mode.
[0297] (Pushing Navigation) The timing navigation (stop identification information notification means) notifies or suggests the symbol that should be stopped by timing using the display 8 or the like (notification means). For example, FIG. 81(A) is an example in which the symbol 7 is notified as the symbol that should be stopped by timing. In the embodiment, the device that executes timing navigation (display 8 or the like) itself is also referred to as timing navigation, as appropriate.
[0298] [Game flow] The flow of play in the gaming machine of this embodiment will be described. As shown in Figures 74 and 75, the gaming machine of this embodiment has multiple gaming states such as a non-advantageous state, normal stage, CZ1 stage, CZ2 stage, CZ3 stage, pseudo-boom A1 preparation, pseudo-boom A2 preparation, pseudo-boom A1, pseudo-boom A2, AT stage, and ending. The basic advantages of the game state are as follows: The CZ1 stage is more advantageous to players than the normal stage because it is a chance to move on to pseudo bonus A1 preparation and pseudo bonus A2 preparation. The pseudo bonus A1 preparation and pseudo bonus A2 preparation are more advantageous to players than the CZ1 stage because they are a chance to move on to pseudo bonus A1 and A2. The pseudo bonus A1 and A2 are more advantageous to players than pseudo bonus A1 preparation and pseudo bonus A2 preparation because they are a chance to move on to the AT stage. The CZ2 stage and CZ3 stage are more advantageous to the player than normal stages, as they are a chance to move on to the AT stage. The AT stage is the most advantageous gaming state for the player, as it is the main opportunity to increase the number of medals won.
[0299] The timing of the transition to the gaming state basically occurs after the third reel is stopped in each game. (Normal stage) The normal stage is a game state that can be transitioned from a non-advantageous state that is transitioned to after the AT stage ends. The normal stage is controlled to a non-AT state. The main control unit 10 executes a lottery process for transitioning to the CZ1 stage or the CZ3 stage in each game that is currently in the normal stage. The process for transitioning to the CZ1 stage or the CZ3 stage may be the same as that of the first embodiment (see arrow d in FIG. 9). Based on whether a player wins the lottery process for transitioning to the CZ1 stage or the CZ3 stage while in the normal stage, the player transitions from the normal stage to the CZ1 stage or the CZ3 stage.
[0300] In addition, in the normal stage, when a specified number of games (for example, 662G) has been played, the game may transition to pseudo-boss A1 preparation. In addition, each game in the normal stage is controlled to a non-AT state, but this is not limited to this, and for example, if it is in an advantageous zone, it may be controlled to a partial AT state or AT state with a predetermined probability (for example, 1 / 200).
[0301] (CZ1 Stage) The CZ1 stage is stayed for a predetermined number of games. The number of games stayed in the CZ1 stage may be determined by lottery, for example, from 5G, 10G, or until a pseudo-bonus preparation (pseudo-bonus A1 preparation, pseudo-bonus A2 preparation) is won when moving to the CZ1 stage. Each game during the CZ1 stage is controlled to a non-AT state, but with a predetermined probability (for example, 1 / 10), it may be controlled to a partial AT state or an AT state. In a game staying in the CZ1 stage, the main control unit 10 executes a lottery to determine whether or not to execute a pseudo-bonus preparation transition lottery, and executes a pseudo-bonus preparation transition lottery in response to winning the lottery. Furthermore, in response to winning the pseudo bonus preparation transition lottery, the main control unit 10 executes a type lottery to determine whether to transition to pseudo bonus A1 preparation or pseudo bonus A2 preparation at the end of the final game of the CZ1 stage by referring to the pseudo bonus type lottery table 211b. Note that this type lottery may be executed at a timing other than the transition to pseudo bonus preparation, such as at the start of the next game after the end of the final game of the CZ1 stage (the start of the first game of pseudo bonus preparation).
[0302] You will move to the normal stage depending on the number of games you have played in the CZ1 stage without winning the lottery to move to the pseudo-boom preparation. On the other hand, in each game of the CZ1 stage, depending on whether the player wins the lottery to transition to pseudo-bonus preparation, the player will transition to the pseudo-bonus preparation (pseudo-bonus A1 preparation, pseudo-bonus A2 preparation) determined by the type lottery.
[0303] (Preparing for pseudo-bo A1, preparing for pseudo-bo A2) The pseudo-boll A1 preparation and pseudo-boll A2 preparation continue until a combination of white 7s, purple 7s, etc. (a combination of specific symbols (also called special symbols, etc.)) stops. As explained below, in a game in which a 1-piece role (common 1-piece role 1 or 2) that can stop the special chart is won, if the special chart is not stopped, the pseudo-boss A1 preparation and pseudo-boss A2 preparation continue, and the game is controlled from the AT part to the non-AT part.
[0304] (Pseudo Bo A1 preparation) The pseudo-bo A1 preparation has at least two game states: AT part and non-AT part. (AT part) Figure 81 is a diagram illustrating the display of the display 8 and the stopping state of the reel 241 in a game in which the common 1-piece role 2 is won while staying in the AT part of the second embodiment. 81(B) to 81(E) show examples in which the display 8 displays information including whether the timing operation was successful or unsuccessful, but this is not limited to this, and such information does not have to be displayed. Also, in FIG. 81(E) show an example in which the display 8 displays information "Non-AT part starts", but such information does not have to be displayed. When the main control unit 10 transitions to the pseudo button A1 preparation, it first transitions to the AT part. The AT part is controlled to the AT state. In the AT part, the main control unit 10 executes push order navigation (fourth operation order notification) in the game in which the common bells A1, A2 and push order bells A3 to A6 are won. Therefore, the main control unit 10 can stop the reels 241 so that the bells are aligned by accepting the operation according to the push order navigation, and can award medals (game value) to the player.
[0305] In addition to this, in the AT part, in games where the common 1-piece role 1 or 2 is won, push order navigation and eye-pressing navigation will be performed. Although a detailed explanation is omitted, the white 7 symbol corresponds to the pseudo-boll A1, and the purple 7 symbol corresponds to the pseudo-boll A2. Therefore, in a game where you win the common 1-piece role 1 or 2 while in the pseudo-boll A1 preparation, a navigation is executed so that the white 7 combination is displayed. That is, in a game in which common 1-piece role 1 is won, a push-by navigation is executed to prompt the player to press the 7 symbol, and a push order navigation of "right → center → left" is executed. Also, in a game in which common 1-piece role 2 is won, a push-by navigation is executed to prompt the player to press the 7 symbol, and a push order navigation of "right → left → center" is executed (see FIG. 81(A)). Then, the main control unit 10 accepts operations of the first to third operation modes described below. Below, an example of a game in which the common 1-piece role 2 is won will be explained, but the same process is also performed for a game in which the common 1-piece role 1 is won.
[0306] (Processing of the first operation mode: FIG. 81(B)) As shown in Figure 81(B), the first operation mode is an operation mode in which the player operates the stop buttons 5a, 5b, and 5c in accordance with the notification of both the pressing navigation "Aim for 7 symbols" and the pressing order navigation "Right → Left → Center" (shown as "◯" in Figure 81(B)). In other words, the first operation mode is an operation mode corresponding to the operation mode notified by these navigations. When the stop button 5 is operated in the first operation mode, the main control unit 10 can display the symbols stopped in the first stop mode by referring to the common 1-piece role-stop operation table 211c, that is, display the symbols stopped in the special pattern of white 7. The main control unit 10 can control the transition from the AT part in preparation for the pseudo bonus A1 to the pseudo bonus A1 when the stop button 5 is operated in the first operation mode and the white 7s are stopped and displayed. In this case, the display 8 displays a notification screen informing the player that the pseudo bonus A1 will start after the third reel is stopped.
[0307] (Processing of the second operation mode: Figure 81(C)) As shown in Figure 81(C), the second operation mode is an operation mode "right → center → left" in which the player operates the stop buttons 5a, 5b, 5c in accordance with the push-button navigation "aiming for 7 symbol" (shown as "◯" in Figure 81(C)), and operates the stop buttons 5a, 5b, 5c without following the push order navigation "right → left → center" (shown as "X" in Figure 81(C)). In other words, the second operation mode is an operation mode in which the player operates the stop buttons in accordance with the push order navigation to stop the 7 symbol, but does not follow the push order navigation. For this reason, the second operation mode is different from the operation mode notified by the push order navigation. When the stop button 5 is operated in the second operation mode, the main control unit 10 can stop and display multiple symbols in the second stop mode. The second stop mode is a mode in which the special symbol White 7, Purple 7, White 7 is stopped and displayed on the activated line diagonally downward to the right (Purple 7, Purple 7, Purple 7, Purple 7, a purple 7 line on the middle line).
[0308] Then, the main control unit 10 can control the transition from the AT part in preparation for the pseudo bonus A1 to the pseudo bonus A1 based on the stop button 5 being operated in the second operation mode and the white 7, purple 7, and white 7 being stopped and displayed. In this case, the display 8 displays a notification screen informing the player that the pseudo bonus A1 will start after the third reel is stopped.
[0309] (Another mode of the second operation mode: Figure 81(D)) As shown in Figure 81(D), another aspect of the second operation mode is a mode in which the player operates the stop buttons 5a, 5b, and 5c in accordance with the push order navigation notification of "right → left → center" (shown as "◯" in Figure 81(D)), and for the right reel 241c and center reel 241b, he or she operates the push button to aim for the 7 symbol in accordance with the push button navigation, but for the left reel 241a, he or she operates the left stop button 5a in such a way that a single purple 7 symbol (see Figure 73(A)) stops instead of the 7 symbol (shown as "△" in Figure 81(D)). When the stop button 5 is operated in a manner other than the second operation manner, the main control unit 10 can stop and display multiple patterns in the manner of the second stop manner shown in Figure 81 (D) by referring to the common 1-piece role-stop operation table 211c. The second stopping pattern is a pattern in which the special pattern of blank, white 7, white 7 (a set of 7s of purple 7, white 7, purple 7 on the middle line) is displayed stopped on the valid line diagonally downwards to the right.
[0310] The main control unit 10 can control the transition from the AT part in preparation for pseudo button A1 to pseudo button A1 based on the fact that the stop button 5 is operated in a manner other than the second operation manner and is displayed as stopped in a manner other than the second stop manner.
[0311] Regarding the left reel 241a, the manner in which the player performs the eye-pressing operation to stop a single purple 7 includes the concept that the player performed the eye-pressing operation aiming for the 7 symbol, but slightly missed the timing of the operation, resulting in the single purple 7 being stopped. In addition, other aspects of the second operation mode are not limited to the player following the push order navigation of "right → left → center" and may include operations in the order of "right → center → left." In other words, other aspects of the second operation mode may include a right 1st operation, in which the right reel 241c and center reel 241b are pressed with the aim of hitting the 7 symbol, but the left reel 241a is pressed with the aim of hitting a single purple 7 instead of the 7 symbol.
[0312] As explained in the second operation mode (Figure 81(C)) and another mode of the second operation mode (Figure 81(D)), the main control unit 10 can control the display of the "special symbol" to be stopped not only when an operation that follows the push order navigation is received, but also when an operation that does not follow the push order navigation is received, or when an operation that does not follow part of the eye-pressing navigation (aiming for the 7 symbol) (aiming for a single purple 7) is received, and can also notify that a pseudo boss A1 will begin. As a result, in a game in which the player wins the common 1-piece role 1 or 2 while staying in the AT part, if the eye-pressing operation is appropriate, the main control unit 10 controls so as not to move to a non-AT part even if the pressing order is partially incorrect, and controls so as to allow a move to pseudo-boss A1, thereby ensuring the player's profits and saving the player.
[0313] 81(C) and 81(D), even when the reel 241 displays a special symbol that is less related to the pseudo bonus A1 after the third reel is stopped (i.e., the white 7 symbol corresponding to the pseudo bonus A1 is not aligned), the display 8 displays a notification screen that notifies the player that the pseudo bonus A1 is about to begin in an easy-to-understand manner. Therefore, the gaming machine of this embodiment can prevent the player from playing without realizing that the game has shifted to the pseudo bonus A1.
[0314] (Third operation mode: Figure 81(E)) As shown in Figure 81(E), the third operation mode is an operation mode in which the player operates the stop buttons 5a, 5b, and 5c without following the eye-pressing navigation "aim for 7 symbols" (shown by "X" in Figure 81(E)). In other words, the third operation mode is a mode in which the player operates the stop button 5 while ignoring the eye-pressing navigation. Note that, with regard to the push order navigation, the third operation mode includes both cases in which the player operates according to the notification and cases in which the player operates without following the notification (shown by "O or X" in Figure 81(E)). Therefore, with regard to the eye-pressing navigation, the degree of difference between the operation mode of the stop button 5 operated by a player in the third operation mode and the operation mode notified by the eye-pressing navigation is greater than the degree of difference between the operation mode of the stop button 5 operated by a player in the second operation mode and the operation mode notified by the eye-pressing navigation. When the stop button 5 is operated in the third operation mode, the main control unit 10 refers to the common 1-piece role-stop operation table 211c and displays the multiple symbols stopped in a combination of symbols different from the special symbols and corresponding to the other 1-piece roles (a third stop mode different from the first stop mode and the second stop mode) (see Figure 81(E)). As shown in FIG. 81(E), this stop mode is a mode in which the symbols are displayed stopped so that 7 symbols are not aligned on the stop line (the activated line diagonally downward to the right, the middle line, etc.).
[0315] Then, when the stop button 5 is operated in the third operation mode and a combination of symbols corresponding to the other 1-coin combination is stopped and displayed, the main control unit 10 shifts from the AT part in preparation for the pseudo bonus A1 to a non-AT part in preparation for the same pseudo bonus A1. As shown in Fig. 81(E), in this case, the display 8 may display a notification screen to notify that the transition to the non-AT part will occur after the third reel stop operation. As will be described later, the non-AT part is a less favorable gaming state than the AT part because the push order navigation is not executed when the bell roles A1 to A6 are won. As a result, the gaming machine of this embodiment can impose a penalty on the player when the operation mode of the stop button 5 is significantly different from the first operation mode (when the degree of difference is greater than that of the second operation mode). Also, in this case, the reel 241 can clearly notify the player that the game will move to a non-AT part, which is an unfavorable game state, by stopping and displaying a combination of symbols corresponding to another 1-coin role.
[0316] (Non-AT part) The non-AT part is controlled to the non-AT state. The non-AT part continues until the special chart is stopped and displayed. In other words, if the special chart cannot be stopped in the AT part, the pseudo-bo A1 preparation will continue in a state controlled from the AT state to the non-AT state. Therefore, players can win medals in games where they win the common bells A1 and A2, but they cannot win medals in games where they win the push order bells A3 to A6 because the push order navigation is not executed. For this reason, non-AT parts are more disadvantageous to players than AT parts.
[0317] However, in the non-AT part, in the game where the common 1-piece role 1 or 2 is won, the eye-pressing navigation and the push order navigation are executed. Therefore, the player can align the special chart by operating the stop button 5 in the above-mentioned first operation mode, second operation mode, or other modes of the second operation mode. When the special charts are lined up, the game moves to pseudo-bo A1, just like the AT part. On the other hand, in a game in which the common 1-piece role 1 or 2 is won, if the special pattern is not aligned by operating in the third operation mode described above, the non-AT part will continue.
[0318] In this way, if the pseudo-boll A1 preparation continues even after the common 1-piece role 1 or 2 is won (the special symbol stop timing arrives) while the pseudo-boll A1 preparation is in progress, the player's balls will decrease as the game progresses. For this reason, while the player is in the AT part or non-AT part, the player can advance the game advantageously by operating to stop the special symbol in the game where the common 1-piece role 1 or 2 is won, and transitioning to the pseudo-boll A1.
[0319] Although detailed explanations are omitted, in a game in which the common 1-piece role 1 is won while staying in the pseudo-boss A1 preparation (both AT part and non-AT part), the main control unit 10 refers to the common 1-piece role-stop operation table 211c to notify the operation mode corresponding to the white 7 alignment, that is, executes the push navigation for aiming for the white 7 and the push order navigation of "right → center → left". The main control unit 10 executes processing related to the first operation mode, the second operation mode, other modes of the second operation mode, and the third operation mode corresponding to these navigations.
[0320] (Pseudo Bo A1) Pseudo Bonus A1 is a pseudo bonus played with the goal of moving on to the AT stage. The pseudo-boom A1 has three game states: the first part, the second part, and the third part (also called the OP stage). The pseudo-boom A1 is controlled in the AT state in all of these parts.
[0321] (Part 1) The first part is the game state at the start of the pseudo-bo A1. The first part lasts for at least 20G. The main control unit 10 executes a ceiling point determination process to determine the ceiling points in the first game of the first part. In the ceiling point determination process, the main control unit 10 determines the ceiling points by lottery from among 3, 5, ..., 9 points by referring to the ceiling point lottery table 212a. The ceiling point determination process may also be executed at other times (such as when the pseudo bonus A1 preparation is completed).
[0322] In each game of the first part, the main control unit 10 executes a promotion point lottery process based on the winning combination by referring to the promotion point lottery table 212b. The main control unit 10 counts points (points related to the right to move to the second part) in the first part, and moves to the second part when the cumulative promotion points reach the ceiling points (when a positive judgment is made). On the other hand, if the first part ends while the cumulative promotion points do not reach the ceiling points (when a positive judgment is made) while staying in the first part, the main control unit 10 moves from the first part of the pseudo boss A1 to the normal stage.
[0323] In this way, the main control unit 10 can make a decision as to whether or not to transition from the first part to the second part based on the cumulative value of promotion points won while staying in the first part. By the above process, if the number of remaining Gs in the first part reaches 0 before the cumulative promotion points reach the ceiling points, the game will move to the normal stage. However, this is not limited to this, and a lottery may be held to determine whether to move to the CZ2 stage, the second part, the AT stage, etc., depending on the number of points that are lacking until the ceiling points at the end of the first part, the cumulative value of promotion points, etc.
[0324] In addition, in each game of the first part, the main control unit 10 executes a lottery process for determining the number of games to be added based on the winning combination by referring to the table 212c for determining the number of games to be added, in addition to the lottery process for determining the promotion points. Therefore, even if the cumulative points do not reach the ceiling points within 20G, there is a chance to move to the second part. The main control unit 10 can execute both the G number addition lottery process and the promotion point lottery process in the same game, but is not limited to this. For example, the order of these two lottery processes may be determined in advance, and if one lottery process is won, the other lottery process may not be executed, or only if one lottery process is won, the other lottery process may be executed.
[0325] (Inciting performance) FIG. 82 is a diagram illustrating the provocative effect of the second embodiment. The sub-controller 20 executes a provocative effect process in each game while in the first part. The sub-controller 20 acquires and manages information such as the ceiling points determined by the lottery process and the current cumulative promotion points from information transmitted from the main controller 10 as appropriate. In the provocative effect process, the sub-controller 20 executes a provocative effect lottery process in each game by referring to the provocative effect execution lottery tables 215a to 215c in Fig. 79 based on the ceiling points, cumulative promotion points, etc. As shown in Fig. 82, there are two types of provocation effects: an approaching display effect and an extremely approaching display effect. When the approaching display effect is executed, the display device 8 scrolls the words "Approaching!" left and right, and when the extremely approaching display effect is executed, the display device 8 scrolls the words "Extremely approaching!" left and right. In the provocation effect lottery process, one of the provocation effect execution lottery tables 215a to 215c is selected based on the remaining points (3 points or more, 2 points, 1 point) up to the ceiling point. Then, by referring to the selected table, one of "do not execute provocation effect," "execute approaching display effect," or "execute super approaching display effect" is determined by lottery based on the current cumulative point number.
[0326] Once started, the provocative effect continues until at least one of the following conditions 1 to 3 is met, but may also be continued until another condition is met. Condition 1: Earn 1 or more promotion points Condition 2: 5G passed Condition 3: Reach ceiling points
[0327] In the embodiment, the sub-control unit 20 does not execute the provocation effect lottery process while the provocation effect is being executed, but this is not limited thereto, and the sub-control unit 20 may execute the provocation effect lottery process. In this way, when the provocation effect lottery process is executed while a provocation effect is being executed, there is a possibility that the provocation effect will be won again when condition 1 is met. In this way, when a provocation effect is won again, the provocation effect being executed may be continued regardless of whether the provocation effect being executed and the provocation effect that has been won again are the same type. Furthermore, when the two are different, for example, when the provocation effect being executed is an "approaching effect" and the provocation effect that has been won again is an "ultra-approaching effect," the sub-control unit 20 may switch the "approaching effect" being executed to the "ultra-approaching effect" immediately, or may switch after a predetermined interval (e.g., one game). Furthermore, when a provocation effect is won again, the sub-control unit 20 may continue the provocation effect only when the next promotion point is acquired and the game moves to the second part.
[0328] (Part 2) The second part continues for a number of games that is 5 games added to the remaining number of games in the first part. Unlike the first part, the second part does not execute the lottery process for adding the number of games, meaning that the number of games cannot be added. This makes the second part a tense gaming experience for the player. While staying in the second part, the main control unit 10 executes the AT shift lottery process based on the winning combination in each game by referring to the AT lottery table 212d (see FIG. 79). If you win this AT transition lottery process in the second part, the transition to the AT stage is confirmed, and you will transition from the second part to the AT stage via the third part. In this way, the transition lottery to the AT stage in the second part is a one-game-conclusion type lottery, unlike the transition form from the first part to the second part (a form in which promotion points are added through multiple games). On the other hand, if the player does not win the AT transition lottery process in the second part, the main control unit 10 transitions to the CZ2 stage. As will be described later, the CZ2 stage may transition to the AT stage. Therefore, even in situations where the player feels a sense of loss, such as "I went to the trouble of breaking through the first part but did not transition to the AT stage," the player can think positively, "However, even in the CZ2 stage after transition, there is a chance to transition to the AT stage," thereby reducing such a sense of loss and maintaining motivation to play.
[0329] In this way, the main control unit 10 can determine whether to transition to the second gaming state based on winning the right to transition to the second gaming state in one game while remaining in the second part. If the main control unit 10 determines that the right to transition to the second gaming state is won, it ca...
Claims
1. a game state control means capable of controlling the game state to a specific game state that is more advantageous to the player than one game state; a management means for managing a variable value that may fluctuate according to the progress of a game in the specific game state; a determining means for determining an additional value to be added to the variable value managed by the managing means; a performance execution means for executing an addition performance when the addition value is determined by the determination means; Equipped with The game state control means When the variable value managed by the management means reaches an end value, the specific gaming state can be ended. The performance execution means When the sum of the variable value managed by the management means and the added value determined by the determination means does not reach the special value, a first added effect can be executed as the added effect, When the sum of the variable value managed by the management means and the added value determined by the determination means reaches the special value, a second addition effect can be executed as the addition effect. A gaming machine characterized by:
2. The management means If the sum exceeds the special value, the special value can be managed as a new variable value.
2. The gaming machine according to claim 1 .
3. The performance execution means When the first addition effect is executed, the addition value determined by the determination means can be displayed, When the second addition effect is executed, the special value can be displayed.
3. The gaming machine according to claim 1 or 2.
4. The performance execution means When the second addition effect is executed, the addition value determined by the determination means is not displayed.
4. The gaming machine according to claim 3.
5. The special value is The upper limit of the number of games that can be played in the specific gaming state, The variable value is It can be calculated by subtracting from the special value every time a game is executed in the specific gaming state.
3. The gaming machine according to claim 2.
Citation Information
Patent Citations
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