gaming machines

JP2026015617A5Pending Publication Date: 2026-06-05KITA DENSHI CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
KITA DENSHI CORP
Filing Date
2025-11-25
Publication Date
2026-06-05

AI Technical Summary

Technical Problem

Conventional gaming machines lack effective mechanisms to enhance player engagement and provide personalized gaming experiences based on historical game data, particularly in slot machines with Assist Time (AT) features.

Method used

The gaming machine incorporates a judgment mechanism that utilizes historical game data to control specific gaming states, including a memory to store lottery results and a display to show relevant history information, enabling judgments based on both displayed and non-displayed history, thereby enhancing player engagement.

Benefits of technology

This approach allows for dynamic game state control and personalized player interactions, improving engagement and potentially increasing player satisfaction through tailored gaming experiences.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a highly entertaining game machine that has never been seen before. [Solution] A gaming machine (medalless gaming machine 1) has a normal gaming state and a specific gaming state advantageous to the player, and is equipped with a judgment means capable of making a judgment regarding control of the specific gaming state based on the results of a predetermined lottery held each time a game is played.The gaming machine is equipped with a memory means for storing history corresponding to the lottery results, and a display means having a history display area capable of displaying history information corresponding to the history.The judgment means is configured to include a first judgment means capable of making a judgment regarding control of the specific gaming state based on history corresponding to the history information displayed in the history display area, but not based on history that is not the subject of history information being displayed in the history display area, and a second judgment means capable of making a judgment regarding control of the specific gaming state based on history corresponding to the history information displayed in the history display area and history that is not the subject of history information being displayed in the history display area.
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] For example, slot machines are known as gaming machines, and some slot machines have a gaming state called AT (Assist Time) that notifies the player of the possibility of winning a small prize or a replay prize, which is advantageous to the player. Among such slot machines, there are known ones that have a history column that displays the winning history of roles for a predetermined number of games, and that draw the AT lottery based on the winning history displayed in the history column (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-54837 Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is room for improvement in such conventional gaming machines. [Means for solving the problem]

[0005] In order to solve the above problem, the gaming machine of the present invention has a normal gaming state and a specific gaming state that is advantageous to the player, and is equipped with a judgment means that can make a judgment regarding the control of the specific gaming state based on the result of a predetermined lottery that is held each time a game is played, and is equipped with: a memory means that stores a history corresponding to the lottery result; and a display means that has a history display area that can display history information corresponding to the history, and the judgment means is configured to have: a first judgment means that can make a judgment regarding the control of the specific gaming state based on history corresponding to the history information displayed in the history display area, but not based on history that is not the target for which history information is displayed in the history display area; and a second judgment means that can make a judgment regarding the control of the specific gaming state based on history corresponding to the history information displayed in the history display area and history that is not the target for which history information is displayed in the history display area. [Brief explanation of the drawings]

[0006] [Figure 1] 1 is a schematic front view showing the appearance of a medalless gaming machine. FIG. [Figure 2] FIG. 2 is a schematic perspective view showing the internal configuration of the medalless gaming machine. [Figure 3] FIG. 2 is a block diagram showing the control configuration of the medalless gaming machine. [Figure 4] 10 is a flowchart showing a playing method for the medalless gaming machine. [Figure 5] 10 is a diagram showing an internal lottery table. [Figure 6] 1 is a diagram showing a payout table. [Figure 7] FIG. 2 is a state transition diagram showing the transition of game states. [Figure 8] FIG. 10 is a diagram showing a display mode of history information. [Figure 9] FIG. 10 is a diagram illustrating a determination pattern of a history lottery. [Figure 10] 10 is a diagram showing a payout table in a medal-less gaming machine according to another embodiment. [Figure 11] FIG. 10 is a state transition diagram showing the transition of game states in a medalless gaming machine according to another embodiment. [Figure 12] This is a diagram showing the AT lottery table. (a) is AT lottery table A (weak rare role) that is referenced when a weak rare role is won, and (b) is AT lottery table B (strong rare role) that is referenced when a strong rare role is won. [Figure 13] This is a diagram showing character appearance tables. (a) is character appearance table A, which is referenced every 10G, and (b) is character appearance table B, which is referenced every 1000G. [Figure 14] This figure shows an image of a character appearing. (a) is the background image, and (b) shows the character appearing. [Figure 15] This is a diagram showing the point lottery table. (a) is point lottery table A (bell B) that is referenced when the push order bell role B is won, and (b) is point lottery table B (rare role) that is referenced when the rare role is won. [Figure 16] 10 is a diagram showing the pseudo bonus lottery table. (a) is the pseudo bonus lottery table A (weak rare role) that is referenced when a weak rare role is won, and (b) is the pseudo bonus lottery table B (strong rare role) that is referenced when a strong rare role is won. [Figure 17] Figure 1 shows the erasure patterns in the erasure performance. (a) shows a crack, (b) shows a vertical crack, (c) shows a horizontal crack, (d) shows an X-shaped crack, and (e) shows shatter. [Figure 18] 10 is a diagram showing elimination pattern lottery tables. (a) is elimination pattern lottery table A (+30 or less) to be referenced when the surplus is +30 or less, (b) is elimination pattern lottery table B (+31 or more +99 or less) to be referenced when the surplus is +31 or more but 99 or less, and (c) is elimination pattern lottery table C (+100 or more) to be referenced when the surplus is +100 or more. [Figure 19] 10A and 10B are diagrams showing the state of the elimination effect. (a) is a diagram showing the state when the number of winning coins reaches 500 in the fifth game in normal gaming mode, (b) is a diagram showing the case when the push order bell is won in the sixth game, (c) is a diagram showing the vertical split elimination effect executed after (b), and (d) is a diagram showing the display of exceeding 500 coins being erased after (c). [Figure 20] 10A shows the presentation when the push order bell combination A3 or B3 is won, and FIG. 10B shows the presentation when the push order bell combination A5 or B5 is won. [Figure 21] 10A and 10B are diagrams showing the effects of the race part. (a) is a diagram showing the state before the start of the race in the first game (first game) of the race part. (b) is a diagram showing a race win (AT continuation) in the game before the end of the race part (tenth game), and (c) is a diagram showing the start screen of the preparation part, which is the next game state, in the final game (eleventh game) of the race part. (d) is a diagram showing a race loss (AT not continuation) in the game before the end of the race part (tenth game), and (e) is a diagram showing the result screen of the end of the race part in the final game (eleventh game) of the race part. [Figure 22] 10 is a diagram showing the bonus lottery tables. (a) shows bonus lottery table A (weak rare role) that is referenced when a weak rare role is won, and (b) shows bonus lottery table B (strong rare role) that is referenced when a strong rare role is won. [Figure 23] This is a chart showing the character appearance table (results). [Figure 24] 10A shows the result screen that displays the result of the final game, and FIG. 10B shows the display screen that displays the MAX BET operation for the game following the final game. [Figure 25] 10 is a diagram showing the state transition lottery table. (a) is the state transition lottery table (replay role, 1-piece role) that is referenced when a replay role or 1-piece role is won, (b) is the state transition lottery table (weak rare role) that is referenced when a weak rare role is won, and (c) is the state transition lottery table (strong rare role) that is referenced when a strong rare role is won. [Figure 26] This is a diagram showing the point lottery table. (a) is the point lottery table (Bell B) that is referenced when the push order bell role B is won, and (b) is the point lottery table (Strong rare role) that is referenced when the strong rare role is won. [Figure 27]This figure shows the effects during push order navigation. (a) shows the effect when the push order bell role A5 is won, (b) shows the effect when the push order bell role B5 is won, and (c) shows the effect when the push order bell role B6 is won. [Figure 28] (a) shows the flow from the 1st pseudo-bonus game to the 10th preparatory part, (b) shows the flow (continuation) from the 31st preparatory part to the 10th preparatory part of the next game, and (c) shows the flow (non-continuation) from the 31st preparatory part to the 10th game of the normal game state. 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. The gaming machine of this embodiment does not use actual medals (gaming media), but manages medals as data (so-called credit medals), and lends medals using electronic information for play, so it is a device that allows players to play without touching the gaming medals. In this way, the gaming machine is a gaming machine (referred to as a medal-less gaming machine in the embodiment) that uses a pseudo gaming medium of this data format for playing games. Such gaming machines are also called Smart Pachislot (registered trademark), Smart Slot (registered trademark), etc. Below, we will explain an example of applying the invention to a No. 6 slot machine with an AT (ART) mode as a medal-less gaming machine, but it is not limited to this and can also be applied to, for example, a normal type (so-called A type) slot machine that allows real bonus play. Medals as data used in medalless gaming machines are called "game medals," and medals as data that have been deposited with the gaming parlor (management device, dedicated unit) after having been acquired in previous games are called "owned medals."

[0008] First, the overall configuration of the medalless gaming machine 1 will be described. A display window 6 is formed in the center of the front door 1a, through which the rear can be seen, and the symbols displayed on the reels 41 can be seen through this display window 6. A step protruding forward is formed below the display window 6, and around this step are provided operation means such as the bet button 2a, MAX bet button 2b, effect button 2g, count button 2c, settlement button 2d, start lever 3, and stop button 5, as well as notification means such as a game medal number display device 7, count button lamp 2e, and bet number lamp 2f. The game medal number display device 7 may be provided on the upper or front side of the step. Above the display window 6, there is provided a navigation lamp 12 that guides the player through the operation sequence of the stop buttons 5. The upper part of the front door 1a is provided with a display 8 that functions as a display means and a notification means. The display 8 can be, for example, a single-screen liquid crystal display, but is not limited to this and may be a multi-screen configuration (for example, a main screen and a sub-screen). Note that instead of or in addition to the display 8, a liquid crystal display may be provided at the bottom (lower panel) of the front door 1a, and the display 8 is not necessarily provided.

[0009] On the side of the display 8, there is a speaker 9 that acts as an alarm means and produces sound effects and notifications, and a lamp 11 that produces light effects and notifications in response to the winning combinations and effects displayed on the display 8.

[0010] Inside the cabinet 1b, there is a main control unit 10 equipped with a CPU that performs overall control of the game, and also a sub-control unit 20 equipped with a CPU that controls the game presentation and other aspects under the control of the main control unit 10. The housing 1b also includes a drum unit 4. The drum unit 4 includes three reels 41a to 41c arranged in parallel in the horizontal direction, and each of these reels 41a to 41c is configured to be rotatable by being driven by a stepping motor (not shown). A plurality of symbols (identification information) are displayed on the outer peripheral surface of each reel 41a to 41c in a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (for example, three) can be seen through the display window 6 for each reel 41a to 41c. A power supply device 15 for supplying power to each device including the main control unit 10 and the sub-control unit 20 is provided inside the housing 1b. Inside the cabinet 1b, there are provided a game medal number clear button 14 and a probability setting device 16, and a dedicated unit 19, which is an inter-machine device, is adjacent to the outside of the gaming machine corresponding to each medalless gaming machine 1 (not shown).

[0011] As shown in Figure 3, the main control unit 10 is connected to various parts such as a bet button 2a, a MAX bet button 2b, a settlement button 2d, a start lever 3, a stop button 5, a dedicated unit 19, a drum unit 4, a counting button 2c, a game medal number display device 7, a game medal number clear button 14, a probability setting device 16, and a power supply unit 15. The dotted line portion (dedicated unit 19) in FIG. 3 indicates an external device. The main control unit 10 functions as a lottery means capable of executing lotteries related to games, and also detects and controls the operations of the above-mentioned units, transitions the game state, and outputs predetermined commands (control information) at predetermined timing to the sub-control unit 20. For example, it outputs a winning target command indicating the lottery result of the internal lottery process and a winning determination command indicating the result of the winning determination. The sub-controller 20 is connected to various parts such as the navigation lamp 12, the counting button lamp 2e, the bet number lamp 2f, the effect button 2g, the display 8, the speaker 9, the lamp 11, and the like. The sub-controller 20 operates as a performance control means, and controls the operation of each of the above-mentioned units in response to commands (control information) from the main controller 10.

[0012] The operation of the main parts will be explained. The game medal number display device 7 is a game value display means, and displays the total number of game medals (game value) that can be used in a game. Therefore, the player can insert game medals within the range of the number of game medals displayed on the game medal number display device 7 to play the game. The game medal count display device 7 is equipped with a storage means (such as RAM) and a display means (such as a 7-segment LED), and when game medals are lent out or paid out, the main control unit 10 adds up the number of lent out or paid out medals, stores (records) the addition result (total) in the storage means as the "game medal count," and displays it on the display means. Furthermore, when a gaming medal is inserted, the main control unit 10 subtracts the number of inserted medals from the "number of gaming medals" that is "stored and displayed" on the gaming medal number display device 7. The game medals are lent out by operating the dedicated unit 19, which is an inter-machine device, and the game medals are inserted by operating the bet button 2a or the MAX bet button 2b. The number of game medals (amount of game value) that can be stored and displayed in the game medal number display device 7 is set to an upper limit (for example, 16,300), and if the total number of game medals paid out due to winnings exceeds the upper limit, a "play not allowed" control is executed so that game play is not possible. In the "unplayable" state, the start lever 3, bet button 2a, MAX bet button 2b, and settlement button 2d are not accepted.

[0013] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game medals when starting a game. When pressed, the bet button 2a sets the number of bets to "1" (temporarily stored in RAM), and the MAX bet button 2b sets the maximum number of bets to "3" (temporarily stored in RAM). In response to the pressing of the bet button 2 a or the MAX bet button 2 b, the main control unit 10 subtracts the corresponding bet number from the number of game medals stored and displayed on the game medal number display device 7 .

[0014] The start lever 3 is an operating means that is operated by the player when starting a game after inserting a game medal. The stop button 5 is an operation means (stop operation means) that can be operated to stop a plurality of symbols (identification information) that are variably displayed according to the progress of the game, and includes a plurality of stop operation portions (5a to 5c). The effect button 2g is an operating means that can be operated by the player to change the effect displayed on the display 8.

[0015] The count button 2c is an operation means that is operated when the player counts the number of game medals he has acquired. Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game medals (game value) displayed on the game medal number display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. For this reason, the count button 2c is operated when the game is ended, but is not limited to this and can be operated at any time in principle (even during the game or when the game is unavailable). The counting amount of the counting button 2c varies depending on how it is pressed. For example, when the count button 2c is "short pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs count data that indicates that "1" game medal has been counted, i.e., the counted number "1", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted number "1" from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is "pressed and held" (for example, pressed for 500 milliseconds or longer), the main control unit 10 outputs count data that indicates that a maximum of "50" game medals have been counted, i.e., that the maximum counted number "50", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted number (maximum "50") from the number of game medals stored and displayed in the game medal number display device 7. For example, if the count button 2c is pressed and held while the game medal count display device 7 displays a game medal count of "50 or less," the game medal count will be up to "50," and therefore all game medals will be counted. In this case, the main control unit 10 outputs count data that can identify the counted number to the dedicated unit 19, and subtracts the counted number from the number of game medals stored and displayed in the game medal number display device 7. As a result, the number of game medals stored and displayed on the game medal number display device 7 is updated to "0." Furthermore, if the counting button 2c is pressed and held down continuously while the number of game medals displayed on the game medal count display device 7 is "over 50," the number of game medals "50" will be counted in response to the first detection of the long press, and a maximum of "50" game medals will be counted each time the second or subsequent long press is detected (for example, every 300 milliseconds). In this case, the main control unit 10 outputs count data that can identify the total count amount to the dedicated unit 19, and subtracts the total count amount from the number of game medals stored and displayed in the game medal number display device 7. In addition, the counting data output to the dedicated unit 19 based on the continued long press may be output all at once, with the counting data capable of identifying the total count amount at the end of the continued long press, or may be output individually, with the counting amount (maximum 50) capable of identifying each time a long press is detected. The dedicated unit 19 manages the total number of medals counted until the return button is operated, for example, as the number of medals held. In addition to the normal counting button 2c, other counting buttons may be provided, such as a button that can count 100 sheets with a short press, or a counting button that stops at 500 sheets even if pressed for a long time.

[0016] In this way, the number of game medals stored and displayed in the game medal number display device 7 can be subtracted by the counting process. Therefore, if the number of game medals exceeds the upper limit and the game becomes "unplayable," the countermeasure is to operate the counting button 2c to reduce the number of game medals below the upper limit, thereby canceling the "unplayable" state.

[0017] The game medal count clear button 14 is an operation means for a store clerk to reset (to 0) the game medal count stored and displayed in the game medal count display device 7. When the game medal count clear button 14 is operated, the main control unit 10 updates the game medal count stored and displayed on the game medal count display device 7 to "0." Therefore, the "unplayable" state can also be cancelled by the store clerk operating the game medal count clear button 14.

[0018] The settlement button 2d is an operation means that is operated when returning the set number of bets to the game medal number display device . For example, when the settlement button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game medals stored and displayed in the game medal number display device 7. When the settlement button 2d is pressed while the bet number is set to "2", the main control unit 10 clears the bet number and adds "2" to the number of game medals displayed on the game medal number display device 7. When the settlement button 2d is pressed with the bet number set to "3", the main control unit 10 clears the bet number and adds "3" to the number of game medals displayed on the game medal number display device 7. In other words, the settlement button 2d is a specific operating means that can be operated to add the game medals (game value) set as the bet number (multiplier) to the number of game medals (game value) displayed on the game medal number display device 7 (game value display means). Therefore, when the player wishes to end the game, he or she can simply press the settlement button 2d after confirming that the number of bets has been set by checking that the number of bets lamp 2f is lit. As a result, the number of game medals corresponding to the set bet number is added to the number of game medals stored and displayed in the game medal number display device 7, and then by pressing the counting button 2c, the bet number can be returned together with the number of game medals.

[0019] It is also possible to give the function of the settlement button 2d to other operating means such as the bet button 2a or the count button 2c. For example, when the bet button 2a is "short pressed", the bet number "1" is set, and when the bet button 2a is "long pressed", the operation of the settlement button 2d (the above-mentioned return operation) is performed. Furthermore, when the counting button 2c is operated, the settlement button 2d can be operated (the return operation) before the counting operation. This allows the player to reliably return the bet medals to the number of game medals by simply performing the counting operation, and then output (count) the number of game medals to the dedicated unit 19.

[0020] The bet number lamp 2f is a notification means that notifies the player that the bet number has been set and the bet number (1 to 3 bets) by lighting an LED before the start of a game. The sub-control unit 20 controls the lighting of one lamp (for example, the "1 BET" lamp shown in Figure 1) when the bet number is set to "1", two lamps (for example, the "1 BET" and "2 BET" lamps shown in Figure 1) when the bet number is set to "2", and three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in Figure 1) when the bet number is set to "3". That is, the bet number lamp 2f is a bet number display means, and displays the bet number (game value) set as a bet number in a game at least before the start of a game. When the sub-controller 20 detects the start of a game (operation of the start lever 3), it controls to turn off the bet number lamp 2f. Furthermore, when the sub-controller 20 detects that game medals corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the number of bets lamp 2f. That is, the bet number lamp 2f lights up when the bet number is set, and goes out when a gaming medal is inserted.

[0021] The probability setting device 16 can change the probability (winning probability) of transitioning to a specific gaming state (AT state) in multiple stages (for example, six stages), and can change the degree of advantage for the player in multiple stages. The main control unit 10 stores one of the set values ​​in the memory unit based on the probability setting operation by the gaming parlor staff on the probability setting device 16, and controls the winning probability in the AT state based on the stored set value. For example, setting 1 is the lowest winning probability, and the higher the number, the higher the winning probability.

[0022] The dedicated unit 19 is a lending device that lends out game medals. The dedicated unit 19 is provided outside the medal-less gaming machine 1, and is connected to the medal-less gaming machine 1 via a connection terminal board so as to be able to communicate data with the medal-less gaming machine 1. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs to the medalless gaming machine 1 lending data that can identify the number of gaming medals to be lent. In the medalless gaming machine 1, the main control unit 10 determines the number of gaming medals to be lent based on the inputted lending data, and adds the number of lent medals to the number of gaming medals stored and displayed in the gaming medal number display device 7.

[0023] The dedicated unit 19 also serves as a return device for returning game medals. Specifically, the medal-less gaming machine 1 outputs count data that can identify the counted number of gaming medals to the dedicated unit 19 based on the operation of the count button 2c. When the dedicated unit 19 receives the count data output from the medal-less gaming machine 1, it manages the counted number of gaming medals identified based on the count data as the number of possessed medals. The dedicated unit 19 includes a card unit (not shown), and the card unit (not shown) can store (record) the number of medals held in an IC card. The IC card can be ejected from the card unit by performing a return operation (pressing the return button). The ejected IC card can be handed over to a prize exchange corner set up in the game center to exchange the number of medals held for a prize, or inserted into the card unit of another dedicated unit 19 to play again using the number of medals held. The dedicated unit 19 and the game medal number display device 7 are linked together, and if the number of game medals stored and displayed in the game medal number display device 7 is at least "1" or more, the IC card cannot be discharged by the return operation, and the IC card can be discharged by the return operation only when the number of game medals is "0". In other words, the player cannot obtain the IC card until all the game medals have been counted. This prevents the player from forgetting to return any remaining game medals.

[0024] The dedicated unit 19 can be connected to a computer called a hall computer or a management device via a relay device or directly, and is capable of outputting game information such as out and safe, as well as sales information, to the computer. This allows the computer to tally up the number of outs, safes, prize balls, etc. for each gaming machine, and calculate error balls using this gaming information.

[0025] In addition, the dedicated unit 19 can be connected via a relay device or directly to a call device (not shown) that is equipped with a call button that a player operates to call an attendant (store clerk) and a call lamp that notifies that an attendant has been called, and is capable of outputting game information such as game execution information and AT state occurrence information received from the medalless gaming machine 1 to the call device.

[0026] A game in the medal-less gaming machine 1 (also called medal-less game) will be described with reference to the flowchart of FIG. The game start process is executed (S1). In the game start process, first, the medalless gaming machine 1 inputs the lending data output from the dedicated unit 19. Specifically, when a player performs a game medal lending operation on the dedicated unit 19, lending data that can identify the number of medals to be lent is output from the dedicated unit 19, and the medalless gaming machine 1 inputs this lending data. When the lending data is input into the medalless gaming machine 1, the main control unit 10 determines the number of medals to be lent based on the lending data, and stores and displays the number of gaming medals corresponding to the number of medals to be lent in the gaming medal number display device 7. When the "number of loaned medals" is "100", the initial number of medals displayed on the medal number display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, next, game medals are inserted in response to an operation by the player. Specifically, the bet number is set as the number of game medals to be used in one game in response to the operation of the bet button 2a or the MAX bet button 2b. When the number of game medals displayed on the game medal number display device 7 is "100" and the number of bets is set to "3", the main control unit 10 updates the number of game medals stored and displayed on the game medal number display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet number lamp 2f. When the number of bets (for example, 3 bets) is set as the number of game medals to be used in one game, the game is ready to start, and operation of the start lever 3 is enabled.

[0027] A lottery process is executed (S2). When the start lever 3 is tilted in the game start state, the game starts, and the main control unit 10 executes an internal lottery process to determine a winning combination for the current game from among a plurality of winning combinations. In response to the tilting operation of the start lever 3, the sub-controller 20 controls to turn off the bet number lamp 2f. When the bet number lamp 2f goes out, it indicates that the number of game medals inserted (betted) has been used.

[0028] A reel spinning process is executed (S3). Specifically, the main control unit 10 starts the movement of the reels 41a to 41c, which display a plurality of symbols. The reels 41a to 41c gradually increase their rotation speed from a stopped state, and when they reach a steady rotation speed at which they rotate at a constant speed, the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become pressable.

[0029] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stop of each of the reels 41a to 41c so that a combination of symbols allowed by the operation timing and the lottery result of the internal lottery process is displayed.

[0030] The winning process is executed (S5). The main control unit 10 controls the stopping of the reel 41 so that it stops with a combination of symbols corresponding to the lottery result (winning role) of the internal lottery process based on the timing of operation of the stop button 5, and after the third stop operation, it determines that a winning combination has been achieved if the combination of symbols that has stopped on the valid line (winning line) is a predetermined combination of symbols. Note that "after the third stop operation" refers to the point after the player releases his / her finger or the like from the stop button 5 that was operated to stop the third reel, and the third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the stop operations for the three reels 41a to 41c are performed once for each reel, a total of three times. In addition, in this embodiment, the winning decision is made based on the combination of symbols that stop on the middle line, with only the middle line being considered as the valid line out of the total five lines: the top, middle, and bottom lines, the line that slopes downward to the right, and the line that slopes upward to the right. The number of winning lines used to determine winning is not limited to one line, but can be changed as appropriate depending on the arrangement of symbols, the type of symbols, the combination of symbols corresponding to the winning combination, and the like.

[0031] A payout process is executed (S6). When it is determined that a specific small winning combination has been won, a process of paying out a corresponding number of game medals (hereinafter simply referred to as paying out medals) is executed. For example, when the main control unit 10 determines that a 10-coin payout role has been won, it adds the payout number "10" to the number of game medals stored and displayed in the game medal number display device 7.

[0032] The game end process is executed (S7). In the game end process, a counting process of game medals is executed. Specifically, when the player operates the count button 2c, the main control unit 10 counts the number of game medals stored and displayed in the game medal number display device 7. More specifically, when the count button 2c is pressed for a short time, the counted amount "1" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is pressed and held, the maximum count number "50" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. If the count button 2c is pressed and held down continuously, the maximum count number "50" is continuously subtracted from the number of game medals stored and displayed in the game medal number display device 7. As a result, count data that can identify the counted number is output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted medals based on the input count data as the number of medals held. In the dedicated unit 19, in response to a return operation, the number of medals held is stored in the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can be dispensed only when the number of game medals stored and displayed on the game medal number display device 7 is "0". Therefore, the player needs to operate the count button 2c to execute the counting process until the number of game medals displayed on the game medal number display device 7 becomes "0". The player can play again or exchange the prize based on the dispensed IC card. To play again, instead of inserting cash at S1, an IC card is inserted into the card unit. As a result, the game start process (S1) can be executed in response to the lending operation or the like in the dedicated unit 19, and then the lottery process (S2) to the payout process (S6) can be executed.

[0033] In addition to the above-mentioned configuration, the medal-less gaming machine 1 according to the present invention has the following characteristic configuration. Each of the configuration items may be installed independently or in combination.

[0034] (Winning combination and corresponding symbols) Next, each winning combination and the corresponding symbol combination will be described. The winning combination includes, for example, a small combination, a replay combination, a bonus combination, and the like. Small roles include, for example, bell role, watermelon role, cherry role, chance role, and one-piece role. Also, there are two types of cherry roles: weak cherry roles and strong cherry roles. In the following description, the cherry role, watermelon role, and chance role will be collectively referred to as "rare role." In addition, the rare roles are set as "weak rare roles" for weak cherry roles and watermelon roles, which have a relatively high probability of winning, and "strong rare roles" for strong cherry roles and chance roles, which have a relatively low probability of winning.

[0035] 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 pressing the stop buttons 5 in the correct order, and in this embodiment, ten push order bell roles A1 to A6, B3 to B6 are provided. In the following description, the push order bell roles A1 to A6, B3 to B6 are collectively referred to simply as the push order bell role. The push order bell roles A1 to A6 are designed so that when the stop buttons 5a to 5c are operated in one of six possible push orders (the correct push order), the corresponding combination of symbols ("Bell Bell Bell") is displayed in a stopped state, and when the stop button 5 is operated in one of the other five possible push orders (the incorrect push order), the corresponding combination of symbols is not displayed in a stopped state. Specifically, the correct button press order for the push order bell role A1 is set to "5a → 5b → 5c" (left → center → right: 1st push left), the correct button press order for the push order bell role A2 is set to "5a → 5c → 5b" (left → right → center: 1st push left), the correct button press order for the push order bell role A3 is set to "5b → 5a → 5c" (center → left → right: 1st push center), the correct button press order for the push order bell role A4 is set to "5b → 5c → 5a" (center → right → left: 1st push center), the correct button press order for the push order bell role A5 is set to "5c → 5a → 5b" (right → left → center: 1st push right), and the correct button press order for the push order bell role A6 is set to "5c → 5b → 5a" (right → center → left: 1st push right).

[0036] Other combinations of symbols that may appear due to an incorrect button press sequence include a button press bell spill and a miss. If the stop buttons 5a to 5c are operated in an incorrect pressing order, and the combination of symbols corresponding to the push order bell spill number cannot be stopped, a spill occurs and a missing number (such as "replay cherry bell") is displayed. If a combination of symbols corresponding to the push order bell spill number is stopped, one medal is awarded, and if a combination of symbols corresponding to a losing number is stopped, no medal is awarded.

[0037] The push order bell roles B3 to B6 are such that when the stop buttons 5a to 5c are operated in one of four different push orders (the 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 three different push orders (the incorrect push order), the corresponding combination of symbols is not displayed in a stopped state. Specifically, for the push order bell role B3, the correct push order is set to "5b → 5a → 5c" (center → left → right: 1st push of center), for the push order bell role B4, the correct push order is set to "5b → 5c → 5a" (center → right → left: 1st push of center), for the push order bell role B5, the correct push order is set to "5c → 5a → 5b" (right → left → center: 1st push of right), and for the push order bell role B6, the correct push order is set to "5c → 5b → 5a" (right → center → left: 1st push of right).

[0038] In addition, the bell role may be provided with a common bell role that is a combination of symbols corresponding to the push order bell role. For example, the common bell role may be such that the corresponding combination of symbols ("bell-replay-bell") stops regardless of the push order of the stop buttons 5a to 5c.

[0039] Furthermore, the medal-less gaming machine 1 according to this embodiment can generate an AT (assist time) as a gaming state related to the push order bell role. AT is a state in which, in a game in which the push order bell role is won through internal lottery processing, the sub-control unit 20 controls the display 8, etc. to notify the player of the correct push order for the stop buttons 5a to 5c and patterns that serve as a guide for pressing the buttons at the correct time. That is, the main control unit 10 and the sub-control unit 20 execute control to notify information regarding the stop operation for deriving the combination of symbols in a game in which the push order bell role is obtained as a result of the internal lottery process. Therefore, when the AT occurs, the player can easily win medals, and the balls are dispensed faster during the AT than during non-AT periods. The AT state, which will be described later, is a gaming state in which the AT is continuously executed.

[0040] For example, when the push order bell role 1 is won, the push order consisting of the text information "1," "2," and "3" is displayed on the display 8 in order from left to right, the sounds "left," "center," and "right" are output from the speaker 9, and the navigation lamps 12 light up in the order 12a (left), 12b (center), and 12c (right), thereby announcing the order in which to press the stop button 5. In addition, the navigation of the button press order using output means and notification means such as the display 8, lamp 11, navigation lamp 12, speaker 9, etc. is also called ``button press order navigation.'' In non-AT, even if the winning result of the internal lottery process is a push order bell role, the order in which to press the stop buttons 5 is not announced. Therefore, unless the order in which the player operates the stop buttons 5 coincides with the order in which the player presses the stop buttons 5 that corresponds to the winning push order bell role, the player basically cannot stop and display the combination of symbols that corresponds to the winning push order bell role. Therefore, the playability of the medalless gaming machine 1 is such that the player can increase the number of balls dispensed by playing in a manner that allows the player to be controlled by the AT for a long period of time.

[0041] In the AT state described below, the frequency of occurrence of the push order navigation is controlled to change depending on the game state in which you are staying. For example, in the normal AT state, if the push order bell roles B3 to B6 are won, the push order navigation is controlled not to be executed as a general rule, whereas in the higher AT state, if the push order bell roles B3 to B6 are won, the push order navigation is controlled to be executed with a predetermined probability (for example, 100%, 70%, 0%) depending on the current net increase state (described below). This controls the number of medals that a player can acquire during an AT state to be greater in a higher AT state than in a normal AT state (to increase the net increase in medals).

[0042] The cherry role is a minor role in which the corresponding symbol combination is "cherry-ANY-ANY," and there are two types: a weak cherry role in which the "cherry" symbol stops on the top or bottom row of the left reel 41a, and a strong cherry role in which the "cherry" symbol stops on the middle row of the left reel 41a. The watermelon role is a minor role where the combination of corresponding symbols is "watermelon, watermelon, watermelon." The 1-piece role is a minor role that causes the corresponding symbol combination to be "Bell Bell Replay." Therefore, when a 1-piece role is won, the same symbol combination as the "Push Order Bell Spill" mentioned above will stop.

[0043] For the replay role, a combination of symbols will line up regardless of the order in which you press the buttons, and the combination of symbols "replay replay replay" will stop and be displayed on the winning line. The chance role is a small role in which the corresponding symbol combination is "bell, watermelon, watermelon" (chance eye). In addition, a rare combination requires a stopping operation (a so-called eye-pressing operation) aimed at the symbol corresponding to the winning combination on a specific reel, and even if a win is made and the pull-in stop control is performed, the corresponding symbol combination does not necessarily stop.

[0044] The bonus combination is a combination of corresponding symbols "BAR·BAR·BAR", and when won, the game state is shifted to the bonus state. The right to win a bonus role can be carried over to the winning game and subsequent games as long as the corresponding symbol combination does not stop (a bonus role is won). Therefore, the bonus winning state is maintained until the corresponding symbol combination stops and the bonus role is won (hereinafter, this state is referred to as the "bonus winning state"). In normal games, the bonus winning state is executed for most of the time. On the other hand, when a bonus role is won and the symbol combination corresponding to the bonus role is displayed (the bonus role is won), the player transitions to a bonus state, and after the bonus state ends, the player enters a non-carry-over state in which the right to win the bonus role is not carried over (hereinafter, this state will be referred to as the "non-bonus winning state"). In addition, in the bonus state, the winning combination is drawn so that there is almost no increase or decrease in the number of medals (so-called zero bonus).

[0045] In addition, the bonus combination is won at a predetermined rate when the replay combination is won. When a bonus combination is won in combination with a replay combination, the main control unit 10 controls the reels with the lowest priority for the symbol combination corresponding to the bonus combination. Therefore, in a game in which a bonus role is won by overlapping bonus roles, the combination of symbols corresponding to the bonus role cannot be stopped, and the combination of symbols corresponding to the replay role will be stopped, and the bonus winning state will continue (be carried over) to subsequent games. However, this is not limiting, and the bonus combination may be won alone.

[0046] Based on the combination of symbols as described above, it is determined whether or not a small win, a replay win, or a bonus win has been won. If it is determined that a win has been won, a game value is awarded (medals are paid out) as shown in Figure 6. That is, the main control unit 10 has a game value awarding means for awarding a game value (medals) according to the stopping mode of the symbols. For example, when the corresponding symbol combinations A1 to A6 are displayed in a stopped state, 10 medals are paid out, and when the corresponding symbol combinations B3 to B6 are displayed in a stopped state, 13 medals are paid out. In addition, the probability of winning the push order bell role is set so that the number of medals held by the player increases during the AT state.

[0047] When a combination of symbols corresponding to the watermelon role is landed, six medals are paid out, and when a combination of symbols corresponding to each of the winning roles of the weak cherry role, strong cherry role, chance role and 1-coin role is landed, one medal is paid out for each role. Furthermore, by displaying 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.

[0048] The number of medals paid out when a combination of symbols corresponding to each winning combination is stopped and displayed may be other than the above numbers. In addition, the combination of symbols corresponding to each winning role may be other than those described above, and may be composed of symbols that require a button press operation, or may be composed of symbols that do not require a button press operation. Furthermore, in this embodiment, it is assumed that the number of medals paid out is the same regardless of the number of bets, but the number of medals paid out may be varied depending on the number of bets.

[0049] (Winning probability for each role) Next, the winning probability of each winning combination will be explained with reference to FIG. FIG. 5 shows an internal lottery table used to draw each role in the bonus winning 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. As shown in FIG. 5, when the setting value in the probability setting device 16 is setting 1, for example, the probability of winning each role is as follows: the replay role is set with a probability of 8982 / 65536, the 1-coin role is set with a probability of 14400 / 65536, the weak cherry role is set with a probability of 650 / 65536, the strong cherry role is set with a probability of 164 / 65536, the watermelon role is set with a probability of 919 / 65536, the chance role is set with a probability of 491 / 65536, the push order bell roles A1 to A2 are set with a probability of 2885 / 65536, the push order bell roles A3 to A6 are set with a probability of 6492 / 65536, and the push order bell roles B3 to B6 are set with a probability of 2048 / 65536. In this way, when a bonus is won, the probability of winning each role is set in the following relationship: Bell role > 1-coin role > Replay role > Watermelon role > Weak Cherry role > Chance role > Strong Cherry role. Although detailed explanation is omitted, the winning probabilities of each role in settings 2 to 6 are also set to values ​​as shown in the figure.

[0050] The winning probability of each role shown in Figure 5 is a value in the bonus winning state, but the winning probability is the same even in the state where the bonus role is not won (bonus non-winning state). However, in the bonus non-winning state, the bonus role will be won at the same time as the replay role is won.

[0051] The relationship between the winning probabilities of each role may be other than that shown in FIG. In addition, the winning probability is divided into winning roles whose winning probability varies depending on the set value (for example, a weak cherry role) and winning roles whose winning probability does not vary depending on the set value, but this is not limited to this and may be common to all set values. In addition, for roles other than the weak cherry role, the higher the setting, the higher the winning probability may be set, or the lower the winning probability may be set. Also, although the winning probability of each role in a 3-bet game is shown, it may be the winning probability of each role in a game other than a 3-bet game. Furthermore, although no losing combination is provided for the winning combination, a losing combination may be provided.

[0052] (Normal section, advantageous section) The main control unit 10 according to this embodiment includes a zone control means that can control the game zone to either a normal zone (non-advantageous zone) or an advantageous zone, separately from the game state described later. The normal zone is a game zone in which push order navigation related to the push order bell role is not executed, and it starts when the next game starts after the advantageous zone ends, and ends when the conditions for transitioning to the advantageous zone are met. In addition, in the initial state (when reset) of the main control unit 10, control is performed in the normal section.

[0053] In this embodiment, the condition for transitioning to the advantageous zone is met when a predetermined role (for example, a role other than a 1-coin role) is won in the internal lottery process, and after the third reel of the winning game is stopped, the transition from the normal zone to the advantageous zone occurs. In addition, the conditions for transitioning to the advantageous zone may be met when a rare role is won, or the transition may be caused by, for example, the stopped display of a combination of symbols corresponding to a predetermined winning role or the stopped 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 player may be transitioned to an advantageous zone on the condition that the player has transitioned to a game state (for example, an AT state) that is advantageous to the player as the number of medals increases, and the advantageous zone may be continued if the advantageous game state continues.

[0054] The advantageous zone is a game zone in which push order navigation related to the push order bell role can be executed, and is a game zone that is more advantageous to the player than the normal zone because push order navigation is executed. In addition, the advantageous zone ends when a predetermined advantageous zone termination condition is met after the advantageous zone transition condition is met in the normal zone. The condition for ending the advantageous zone may be, for example, when the medal-less gaming machine 1 (main control unit 10) is reset (including when the settings are changed). In this embodiment, the advantageous period basically continues when the AT state ends, but the conditions for ending the advantageous period may be met when the AT state ends, or it may be decided whether or not to end the advantageous period depending on the difference in the number of coins at the end of the AT state. In addition, a favorable zone lamp may be provided that can light up to indicate that the vehicle is in a favorable zone, and the main control unit 10 may control the lighting. Furthermore, if a favorable zone lamp is provided, it may be set to light up during the favorable zone and during a game state in which medals are increasing (for example, an AT state).

[0055] Furthermore, the medal-less gaming machine 1 is provided with a limiter function (hereinafter also referred to as the advantageous zone limiter) for limiting the number of medals that a player can acquire, and the conditions for ending the advantageous zone are met even when the advantageous zone limiter is activated. For example, the advantageous zone limiter is one that meets the condition that "the number of medals won during one advantageous zone (the difference in number of medals (number of medals inserted - number of medals paid out)) reaches the upper limit (for example, +2400 medals)." Therefore, the advantageous zone limiter will be activated when the difference in the number of coins in one advantageous zone reaches the upper limit number. In addition, the condition for the upper limit number of coins may be "the number of coins acquired during one advantageous period (net increase in number of coins (so-called MY)) has reached the upper limit number of coins (for example, 2,400 coins)."

[0056] The condition for ending the advantageous period may be established when the condition "the number of games in one advantageous period (number of advantageous period games) reaches the upper limit number of games (for example, 4000 games)" is met. In other words, the advantageous period limiter may be activated when the number of games in one advantageous period reaches the upper limit number of games. In addition, the conditions for ending the advantageous zone are not limited to the above, and may include, for example, "at least one push order bell has been announced" or "a combination of symbols corresponding to a bonus role has stopped and been displayed," etc. In addition, when a predetermined winning role (a role that transitions to the normal zone) is won during the advantageous zone, the advantageous zone may end and transition to the normal zone may occur.

[0057] When the advantageous period ends, the right to win a bonus among the information related to the game is carried over, but other information is initialized. For example, the values ​​of each counter described below and various information managed during each game state (for example, probability state, net increase state, number of consecutive wins of small roles, history of winning roles, set stock (described below)) are initialized when the advantageous period ends. However, without being limited to this, some or all of the information that is initialized at the end of the advantageous period may not be initialized.

[0058] In addition, the medal-less gaming machine 1 of this embodiment is provided with a so-called complete function (also simply called complete) that limits the number of medals (net increase) that the player actually acquires from the time the medal-less gaming machine 1 is turned on until it is turned off, as a function for limiting the number of medals that the player acquires. Specifically, when the net increase in the number of coins (MY) from when the medal-less gaming machine 1 is turned on until it is turned off reaches a predetermined number (the complete value of +19,000 coins), the machine enters a state where the game cannot be played, and the machine enters a game stop state where the game cannot be played thereafter. Therefore, the number of medals that a player can acquire while the gaming facility is open is limited. Furthermore, even if the difference in the number of medals during one advantageous zone during operation of the amusement facility is an extremely small value, and the player is able to win an extremely large number of medals before the advantageous zone limiter function is activated, the complete function will be activated before the advantageous zone limiter function is activated, and it is possible to prevent the amusement facility from suffering an extremely large disadvantage even if the difference in the number of medals is an extremely small value.

[0059] (Game-related counters) During the advantageous period, the main control unit 10 operates as a counting means, and stores the counting results of the counter shown below in the memory unit. Counter for the number of games played during the advantageous period (hereinafter referred to as Counter A) - Counts the number of games played during the advantageous period Advantageous Zone Difference Counter (hereinafter referred to as Counter B)...Counter value of the number of winnings (difference) during the advantageous zone

[0060] Counter B is a counter related to the advantageous zone limiter. When the game transitions from the normal zone to the advantageous zone, the main control unit 10 starts counting the number of games played during the advantageous zone (counter A) and the number of medals won during the advantageous zone (counter B), and when the value indicated by counter B reaches a specific value (+2400 medals), the advantageous zone is forcibly ended. Counter A may be used as a counter related to the advantageous period limiter, and for example, when the value indicated by counter A reaches a specific value (4000 games), the advantageous period may be forcibly ended. The values ​​of counter A and counter B are initialized (cleared to zero) when the advantageous period ends.

[0061] Counter B is a counter used by the main control unit 10 to monitor the difference between the number of medals consumed (entered as the number of bets) by the player in one advantageous period and the number of medals paid out (awarded), and is capable of counting the difference (difference in game value) between the number of medals consumed and the number of medals paid out. Furthermore, unless counter B is initialized, it will continue to count even if the total number of medals consumed in playing the game becomes greater than the total number of medals paid out as a result of the game.

[0062] This makes it possible to count the number of medals consumed (the number of medals lost by the player) even if the player does not actually win any medals during the advantageous zone and only consumes medals. That is, the main control unit 10 can count the value of the counter B even when the number of game values ​​(medals) consumed in the advantageous zone is greater than the number of game values ​​(medals) awarded in the advantageous zone.

[0063] In addition to the above configuration, the medal-less gaming machine 1 according to this embodiment has the following gaming states and characteristic game features based on these gaming 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.

[0064] (Details of each game state) Next, with reference to FIG. 7, each gaming state of the medal-less gaming machine 1 according to this embodiment and transitions between each gaming state will be described. In addition, the main control unit 10 can independently control the transition between the normal zone and the advantageous zone and the transition between game states. Unless otherwise specified below, the timing of transition from each game state to another game state is basically after the third reel is stopped in the game in which the transition condition is met (or after the medals have been paid out). However, this is not limited to this, and transition may occur from the next game after the transition condition is met.

[0065] As shown in FIG. 7, the game of the medal-less gaming machine 1 according to this embodiment is executed in a plurality of gaming states such as a normal gaming state and an AT state. The main control unit 10 can control the transition from one gaming state to another gaming state based on the establishment of a predetermined transition condition. The normal gaming state is controlled to non-AT, and the AT state is controlled to AT. In the normal game state, the longer the player stays in the normal game state, the longer the period during which it is difficult for the player to increase their medals, which is disadvantageous for the player. On the other hand, in the AT state, medals tend to increase as the player continues playing, making it an advantageous game state for the player. Therefore, players will play with the aim of transitioning from a normal gaming state controlled by a non-AT to an AT state controlled by an AT, and staying in the AT state for as long as possible. In addition, the normal game state may be controlled to perform a partial AT, that is, push order navigation with a predetermined probability (for example, 40%) when the push order bell role is won.

[0066] (Normal gameplay state) The normal game state is entered when the medal-less gaming machine 1 is reset, when the set value is changed (including when the set value is reset), or when the advantageous zone ends. It may also enter after the AT state ends. In the normal gaming state in which the medalless gaming machine 1 (main control unit 10) remains after being reset, it is controlled to the normal section (non-advantageous section). During the normal gaming state, a normal gaming state image is displayed in the main screen portion of the display 8 to notify that the normal gaming state is being played.

[0067] In normal game mode, a lottery to transition to the AT mode is held at various triggers. For example, in this embodiment, a lottery for transition to the AT state is performed based on the history of lottery results (winning combinations) of the internal lottery process over a plurality of games (hereinafter referred to as a history lottery). Specifically, in the history lottery, the lottery conditions are met when the combination of winning roles over multiple games forms a specific pattern, and a lottery is held in that game to transition to the AT state based on a predetermined winning probability. That is, the main control unit 10 functions as a determination means capable of making a determination regarding the control of a specific gaming state (AT state) based on the result of a predetermined lottery that is performed every time a game is executed. Details of the history lottery during normal gaming will be described later.

[0068] Also, in the normal game mode, when a rare role is won, a lottery is held to transition to the AT mode. For example, the main control unit 10 performs a lottery to transition to the AT state in a game during normal gameplay with a predetermined probability (e.g., 10%) if a weak rare role is won, and a predetermined probability (e.g., 30%) if a strong rare role is won. In addition, the probability setting device 16 may be set so that the higher the setting value, the higher the probability of transitioning to the AT state.

[0069] In addition, the transition conditions for transitioning from the normal gaming state to the AT state may be other than those based on the transition lottery described above. For example, the transition to the AT state may be made when the number of games executed during the normal gaming state (only while in the advantageous zone) or the number of games executed during the normal gaming state (including while in the non-advantageous zone) reaches a predetermined number. In addition, predetermined points may be awarded according to the lottery results of the winning combination during the normal game state, and when the added value of these points reaches a predetermined number, the system may transition to the AT state. Also, when the added value of the points reaches a predetermined number, a lottery may be held, and if the lottery is won, the system may transition to the AT state. Also, during the normal game state, a lottery to transition to the AT state may be held for each game with a predetermined winning probability (for example, 0.01%). If the lottery is won, the game may transition to the AT state with multiple set stocks (described later) awarded.

[0070] In addition, in this embodiment, the game state is set to transition directly from the normal game state to the AT state, but it is also possible to provide a CZ state (a so-called chance zone) that makes it easier to transition to the AT state than the normal game state, and to transition from the normal game state to the AT state via the CZ state. In addition, in the normal game state, the transition probability may be changed by providing a normal probability state in which the transition probability to the AT state is relatively low, and a high probability state in which the transition probability to the AT state is relatively high. The transition of the probability state may be controlled, for example, so that a transition (promotion) from the normal probability state to the high probability state occurs with a predetermined probability when a rare role is won, and, for example, so that a transition (demotion) from the high probability state to the normal probability state occurs with a predetermined probability when a replay role, a bell role, or a losing role is won.

[0071] If the lottery for transition to the AT state is won, the main control unit 10 controls the transition from the normal gaming state to the AT state in the next game following the winning (arrow a in FIG. 7). In addition, when transitioning to the AT state, the transition may be made after a predetermined number of games have been played and a premonition effect has been executed. The premonition effect may be any effect that allows the player to recognize that the content of the effect has changed and heightens the player's sense of anticipation.

[0072] (AT state) The AT state (specific game state) is controlled by the AT, so it is a game state in which it is extremely easy to win medals as push order navigation is performed for the push order bell role. The AT state includes a normal AT state and a higher AT state that is more advantageous to the player than the normal AT state, and each state allows for different gameplay content to be realized. The allocation of the transition destination between the normal AT state and the higher AT state at the time of the first win (when transitioning from the normal game state) is determined based on a predetermined allocation rate, for example, when the AT state transition lottery is won. For example, allocation can be made based on the number of games in the advantageous zone or the number of coins difference in the advantageous zone at the time of the first win. Also, the probability setting device 16 may be set so that the higher the setting value, the higher the probability of transitioning to the higher AT state. However, it is not limited to this, and in principle, the control may be such that the transition to the normal AT state occurs, and the transition to the higher AT state occurs only when a specific condition is met (for example, when the lottery for transitioning to the AT state is won with a predetermined probability of winning (for example, 0.01%)).

[0073] (Normal AT state) In the normal AT state (first specific game state), a specified number of games (for example, 100 games) is awarded as the number of remaining games at the time of the first win (when transitioning from the normal game state), and the number of remaining games is subtracted as the game is played, continuing until the number of remaining games becomes "0" (the so-called set continuation type). In the normal AT state, if the push order bell roles A1 to A6 are won, the push order navigation is executed with a 100% probability, and if the push order bell roles B3 to B6 are won, the push order navigation is controlled so that it is not executed, resulting in an AT state with a net increase of approximately 3 coins per game. In addition, if the push order bell roles A1 to A6 are won, the push order navigation may be prevented from being executed with a predetermined probability (for example, 10%), and if the push order bell roles B3 to B6 are won, the push order navigation may be executed with a predetermined probability (for example, 10%).

[0074] In the normal AT state, a lottery is held to determine the points awarded depending on the type of winning combination. For example, the lower the winning combination in the internal lottery process, the more points are awarded. Then, in the final game of the normal AT state, the total value of the points added in each game is calculated, and a continuation lottery is held based on this total value to continue the new AT state for the next set. For example, the higher the total value of the points, the easier it is to win the continuation lottery.

[0075] In the normal AT state, in addition to the above lottery, a continuation lottery based on history lottery is also held to determine the continuation of the AT state. In the history lottery executed in the normal AT state, similar to the history lottery executed in the normal game state, the lottery conditions are met when the combination of winning history of roles is a specific pattern, and in that game, a lottery for continuing the AT state is executed based on a predetermined winning probability. Details of the history lottery during normal AT state will be described later.

[0076] In the normal AT state, if the lottery for continuing the AT state is won, the main control unit 10 grants the right to execute the AT state (set stock), and controls the next set of normal AT state to start after the number of games in the normal AT state currently being executed has been consumed. One or more set stocks are awarded, and one will disappear if the next set's normal AT state continues. On the other hand, if the player does not win the AT state continuation lottery in the final game of the normal AT state, the condition for terminating the AT state is met, and the main control unit 10 controls the transition to the normal game state from the next game (arrow e in Figure 7).

[0077] Furthermore, if the normal AT state continues for a predetermined period of time, the main control unit 10 controls the game to transition to a higher game state that is more advantageous than the normal AT state (arrow b in FIG. 7). For example, if the normal AT state continues for a predetermined number of consecutive sets (for example, 8 sets), the state will transition to a higher AT state from the next set. However, without being limited to this, the game may transition to a higher AT state when the number of medals acquired by the player (net increase in number of medals) during the normal AT state reaches a predetermined number, or when the number of medals paid out reaches a predetermined number.

[0078] Furthermore, in the normal AT state, if the conditions for transitioning to the specialized zone are met, the main control unit 10 controls to transition to the specialized zone (arrow c in FIG. 7). For example, if a rare combination is won during the normal AT state, a lottery for transition to the specialized zone is held. For example, if the set value is 1, the right to transition to the specialized zone is granted with a 5% probability of winning, and the higher the set value set in the probability setting device 16, the higher the probability of winning. If the player wins the lottery for moving to the specialized zone, the player may move to the specialized zone in the next game, or may move to the specialized zone after a predetermined number of games have been played. When the game transitions from the normal AT state to the specialized zone, the subtraction of the remaining number of games is suspended, and when the game transitions from the specialized zone to the normal AT state, the subtraction of the remaining number of games is resumed. Therefore, the subtraction of the remaining number of games is not performed during games in the specialized zone.

[0079] During the normal AT state, an additional lottery can be held to add to the number of remaining games. For example, if a rare combination is won, an additional lottery is held and if the lottery is won, a predetermined number of games is added to the number of remaining games, thereby extending the duration of the AT state. The probability of winning the additional lottery may be changed according to the set value in the probability setting device 16, and the number of games added may be changed according to the winning combination.

[0080] (Higher AT state) In the higher AT state (second specific game state, third specific game state), a specified number of games (for example, 100 games) is assigned as the number of remaining games at the time of the first hit (when transitioning from the normal game state) or when transitioning from the normal AT state, and the number of remaining games is subtracted as the game is played, continuing until the number of remaining games becomes "0" (the so-called set continuation type). In the higher AT state, if the push order bell roles A1 to A6 are won, push order navigation is executed with a 100% probability, and if the push order bell roles B3 to B6 are won, push order navigation is executed according to the current net increase status, and the net increase in the number of coins per game is variable. As net increase states, for example, there are provided a net increase state where the net increase in the number of coins per game is approximately 3 (3-coin net increase state (first second specific game state)), a net increase state where the net increase in the number of coins per game is approximately 5 (5-coin net increase state), and a net increase state where the net increase in the number of coins per game is approximately 7 (7-coin net increase state (second second specific game state)), and these net increase states are controlled to change during the higher AT state. In addition, when the state is controlled to a 3-coin net increase state, if the push order bell roles B3 to B6 are won, the push order navigation is controlled not to be executed; when the state is controlled to a 5-coin net increase state, if the push order bell roles B3 to B6 are won, the push order navigation is executed with a probability of, for example, 70%; and when the state is controlled to a 7-coin net increase state, if the push order bell roles B3 to B6 are won, the push order navigation is executed with a probability of 100%. In this way, during the higher AT state, the more the net increase state is controlled to have a larger number of net increases, the higher the execution rate of the push order navigation corresponding to the push order bell roles B3 to B6 is controlled. The execution rate of the push order navigation can be changed as appropriate. In other words, during the higher AT state, the average value of the game value that can be acquired per game execution is controlled to be higher than during the normal AT state. Also, during the higher AT state, the current net increase state is not notified to the player. However, this is not limited to this, and notification may be made at a predetermined opportunity.

[0081] During the higher AT state, a set stock lottery will be held. For example, when a predetermined rare combination is won, a lottery for granting set stocks is held based on a predetermined probability of winning. For example, the likelihood of winning is increased based on the relationship of weak cherry combination < chance combination < strong cherry combination. If you win the set stock lottery, you will be awarded one or more set stocks.

[0082] In addition, in the final game of the higher AT state, a lottery will be held to determine whether the AT state will continue. The continuation lottery is, for example, based on a predetermined winning probability, a lottery is held to determine whether or not to continue the new AT state of the next set. In this case, it is preferable to set the winning probability to be higher than the normal AT state (for example, 80% winning probability). If you win the continuation lottery, you will be awarded one or more set stocks.

[0083] In the final game of the higher AT state, if a set stock is held, the higher AT state of the next set is controlled to start. On the other hand, if there is no set stock in the final game of the higher AT state, the condition for terminating the AT state is met, and the main control unit 10 controls the transition to the normal game state from the next game (arrow e in Figure 7).

[0084] Also, in the higher AT state, unlike the normal AT state, history lottery is not performed. This prevents the continuation of a higher AT state due to a win in the history lottery in addition to the continuation lottery described above, thereby preventing excessive benefits from being awarded to players. In addition, it is possible to limit the execution of only some of the historical lotteries in the higher AT state. For example, it is possible to limit the execution of only the lotteries related to the bell role (3 consecutive push order bell roles, 4 consecutive push order bell roles, 5 consecutive push order bell roles) described later. This makes it possible to prevent the occurrence of 3 to 5 consecutive push order bells, which are the conditions for the history lottery, in a higher AT state where push order navigation is frequently performed, thereby preventing the higher AT state from continuing excessively. Also, in the higher AT state, for example, only the lottery inside and outside the history column (described later) may be executed, and the execution of the lottery inside the history column (described later) may be restricted. This reduces the number of judgment patterns that are the lottery conditions for the history lottery, thereby preventing the high-level AT state from continuing excessively. In addition, the execution of the history lottery may be restricted depending on the current net increase state. For example, the execution of the history lottery may be restricted only when the net increase state is a 7-card net increase state. In addition, in the higher AT state, a transition to a specialized zone may be made, and for example, a lottery for transition to the specialized zone may be held based on winning a specified role.

[0085] (Specialized Zone) The specialized zone (third specific game state) continues for a predetermined number of games (e.g., 20 games), and when the predetermined number of games has been played, the main control unit 10 controls the transition to the normal AT state from the next game (arrow d in Figure 7). During the specialized zone, a bonus lottery is held in each game to award a predetermined bonus. In other words, the specialized zone is a gaming state specialized for bonuses, and is an advantageous gaming state for the player. For example, in addition to rare roles, all roles other than replay roles can trigger an additional lottery, increasing the possibility of a large number of games being awarded (added) as a specified benefit. If you win the bonus lottery, the duration of the AT state will be extended according to the bonus granted. In addition, points may be awarded (added) as a bonus, and in this case, points may be awarded with a higher probability than during the normal AT state.

[0086] In addition, during the special zone, some of the historical lotteries will not be executed. For example, the lottery for the bell role (3 consecutive push order bell roles, 4 consecutive push order bell roles, 5 consecutive push order bell roles) will not be executed. On the other hand, a lottery will be held for rare roles (multiple wins of rare roles in the history column), which will be described later. This prevents the history lottery from being conducted when the condition of 3 to 5 consecutive push order bell roles is met, thereby preventing excessive benefits from being awarded to the player, and by conducting the history lottery when a rare role is won, there remains the expectation of the AT state continuing (acquiring a set stock), thereby providing a balanced gameplay. However, it is not limited to this, and all history lotteries may not be conducted during the specialized zone.

[0087] (History lottery) Next, the history lottery will be described in detail with reference to FIGS. As described above, the medal-less gaming machine 1 in this embodiment performs a history lottery regarding the control of the AT state based on the history of lottery results (winning combinations) of the internal lottery process over a plurality of games. First, the history of winning combinations to be referred to in the history lottery will be described. The sub-controller 20 manages the history of winning combinations across multiple games. Specifically, a history of winning combinations over a plurality of games is stored in a predetermined storage area of ​​the storage unit (storage means). For example, the type of winning combination for the current game is stored in a predetermined address (XXXXH) in the memory area, the type of winning combination for the previous game is stored in the next address (XXXX+1H) after the above address, the type of winning combination for the previous game is stored in the next address (XXXX+2H) after the above address, and so on, with the types of winning combinations for previous games being stored in successive addresses in the same manner. The number of past games to be stored as history can be set to any value. The timing for clearing (initializing) the storage area may be, for example, when the advantageous period ends, or at some other trigger.

[0088] When the sub-control unit 20 receives a command for winning in the current game from the main control unit 10, it shifts the types of winning roles stored in each memory area to a higher memory area (higher address) and stores the newly received type of winning role in the memory area for the current game. Then, when it is determined that one game has ended, the sub-control unit 20 controls the display device 8 to display information (history information) corresponding to the history of winning combinations.

[0089] (History information) The history information is information that can identify a winning combination, and is made up of, for example, part of symbol images that make up the combination of symbols corresponding to the winning combination. As shown in FIG. 8, the history information is displayed in a predetermined history information display area of ​​the display area of ​​the display device 8. In the example shown in Figure 8, in normal game mode, the lower right area of ​​the display 8 is used as the history information display area 81, and this history information display area 81 is divided into a predetermined number (for example, four) of areas (81a to 81d) which are arranged side by side, and history information Z0 to Z3 corresponding to each game is assigned to and displayed in each divided area (display column). For example, the history information display area 81 is divided so that the history information Z0 to Z3 corresponding to each game is assigned and displayed in each area, with the history information display area 81a displaying the history information Z0 of the current game, the history information display area 81b displaying the history information Z1 of the game from one game ago, the history information display area 81c displaying the history information Z2 of two games ago, and the history information display area 81d displaying the history information Z3 of three games ago. Although the history information display area 81 has four display columns Z0 to Z3, the number is not limited to this, and may be three or less or five or more.

[0090] For example, the example shown in Figure 8(a) shows an example in which a weak cherry role was won in the current game, a one-coin role was won in the game one game ago, a watermelon role was won in the game two games ago, and a push-order bell role was won in the game three games ago, and pattern images corresponding to the roles are displayed as history information Z0 to Z3. In addition, if the winning combination is a one-coin combination, no display or a mark such as "x" can be used as the history information. With regard to such history information Z0 to Z3, new history information Z0 is generated each time a game is played, and therefore the history information displayed in the history information display area 81 is shifted to the right each time a game ends.

[0091] Specifically, in the situation shown in Figure 8(a), when a new game is played and, for example, a replay role is won, the areas displaying the historical information Z0 to Z2 up to the previous game are each shifted one position to the right, as shown in Figure 8(b), and a pattern image corresponding to the replay role is displayed as new historical information Z0 in the historical information display area 81a. That is, when the game ends, the oldest history information Z3 is erased in the history information display area 81, the history information Z0 to Z2 up to the previous game are shifted to the right, and the history information Z0 corresponding to the latest (current) game is newly added.

[0092] Furthermore, when a history lottery is held, the sub-control unit 20 displays lottery holding information that makes it possible to identify that fact. For example, the example shown in FIG. 8(c) is a case where lottery execution information 82 that allows the user to identify that a history lottery has been held is displayed on the display device 8. In this example, by winning weak cherries in two consecutive games, the previous game and the current game, the lottery conditions for the history lottery described below (multiple wins of rare roles in the history column) are met, and the fact that a history lottery has been held is identified by the image surrounding history information Z0 and history information Z1.

[0093] In addition, in the normal AT state, a continuation lottery for the AT state is conducted by a history lottery, but during the normal AT state, the history information that is the subject of the continuation lottery is displayed in the history information display area 81, just like in the normal game state. On the other hand, in the higher AT state and the specialized zone (third specific game state), some or all of the history lotteries are not conducted, so the display of history information is restricted. Specifically, control is performed so that history information (specific history information) corresponding to a specific lottery result among the lottery results of the internal lottery process is not displayed. For example, the example shown in FIG. 8(d) shows an example in which the push order bell role was won in the current game, the game one game ago, and the game two games ago, and the replay role was won in the game three games ago. In this case, the historical information Z3 displays a pattern image corresponding to the replay role, but the historical information Z0 to Z2 does not display a pattern image (specific historical information) corresponding to the push order bell role (specific lottery result), and instead displays marks such as "·" and "-" as historical information. That is, the sub-control unit 20 can perform control so that the specific history information is not displayed in the history display area as history information corresponding to a specific lottery result in the third specific gaming state. This prevents players from having doubts that a history lottery will be conducted by displaying a symbol image corresponding to the target role (push order bell role) of the history lottery. However, without being limited to this, symbol images corresponding to roles that are not the subject of the history lottery (for example, replay roles) may also be displayed as history information such as marks.

[0094] (Historical lottery judgment pattern) Next, the determination patterns of the history lottery will be described. In the history lottery, the lottery conditions are met when the combination of winning history of roles over a plurality of games forms a specific pattern, and in that game, a lottery is held based on the lottery contents for each pattern. Each determination pattern will be specifically described below with reference to FIG. The determination pattern information shown in FIG. 9 is stored in advance in the storage unit.

[0095] · History lottery during normal game mode In the normal gaming state, for example, a history lottery is performed based on the determination pattern shown in FIG. 9(a). (1) "Three consecutive push order bells" The lottery conditions will be met if the push order bell role is won consecutively in the last three games, including this game. In this case, the history information Z0 to Z2 in the history information display area 81 displays a symbol image corresponding to the push order bell combination. If the lottery conditions are met, a lottery will be held in this game to transition to the AT state with a 30% chance of winning. In addition, when a common bell role is provided, it may include winning of the common bell role in addition to the push order bell role.

[0096] (2) "Four consecutive push order bells" The lottery conditions will be met if the push order bell role is won consecutively in the last four games, including this game. In this case, the history information Z0 to Z3 in the history information display area 81 displays a symbol image corresponding to the push order bell combination. If the lottery conditions are met, a lottery to transition to the AT state is held in the current game with a 100% probability of winning. In other words, the transition to the AT state is confirmed. In addition, when a common bell role is provided, it may include winning of the common bell role in addition to the push order bell role. In this way, the more consecutive push order bell roles are won, the higher the probability of entering the AT state, so it is possible to draw attention to the winning role during play and increase the player's sense of anticipation.

[0097] In this way, the history lottery based on the determination patterns (1) and (2) is a "history column lottery" in which the lottery is conducted based only on the history displayed in the display column of the history information display area 81. In other words, the main control unit 10 functions as a first judgment means capable of making judgments regarding the control of a specific game state based on history corresponding to the history information displayed in the history display area, but not based on history that is not the subject of history information being displayed in the history display area.

[0098] (3) After winning the Weak Cherry role, three consecutive Push Order Bell roles within 10 games (however, the Weak Cherry role will be won in the game corresponding to the history column) After winning the Weak Cherry role, the lottery conditions will be met if the Push Order Bell role is won consecutively in the last three games, including this game, within a period of 10 games. However, the winning history of the weak cherry role is a history that is not the subject of display in the history information display area 81. In other words, after the weak cherry role is won and the pattern image corresponding to the weak cherry role is displayed in the history information Z0, the game is executed and the pattern image is shifted sequentially to the right, the history information is erased from the display column of the history information display area 81, and the history information Z0 to Z2 displays the pattern image corresponding to the push order bell role (see Figure 9(a)). Specifically, after winning the weak cherry role, if the push order bell role is won three times in a row between two and ten games later, the lottery conditions will be met. If the lottery conditions are met, a lottery will be held in this game to transition to the AT state with a 70% chance of winning. In addition, if the push order bell role is won three times in a row from one game after the weak cherry role is won, the lottery conditions will not be met, and the lottery conditions for the aforementioned judgment pattern (1) will be met, and a lottery will be held in the history column.

[0099] (4) After winning a Strong Cherry role, win a Cherry role within 5 games (however, the Strong Cherry role is won in the game corresponding to the history column) After winning the Strong Cherry role, if a Cherry role (Weak Cherry role or Strong Cherry role) is won within 5 games, the lottery conditions will be met. However, the winning history of the previous strong cherry role is a history that is not the subject of display in the history information display area 81. In other words, after a strong cherry role is won and a pattern image corresponding to the strong cherry role is displayed in the history information Z0, the game is executed and the pattern image is sequentially shifted to the right, the history information is erased from the display area of ​​the history information display area 81, and the history information Z0 displays a pattern image corresponding to the weak cherry role or the strong cherry role (see Figure 9(a)). Specifically, the lottery conditions will be met if a cherry role (weak cherry role or strong cherry role) is won four or five games after the strong cherry role is won. In this way, the AT state transition lottery is performed based on the history corresponding to the first lottery result (cherry role) displayed in the display field of the history information display area 81 and the history corresponding to the first lottery result (cherry role) not displayed in the display field of the history information display area 81. If the lottery conditions are met, a lottery will be held in this game to transition to the AT state with a 100% probability of winning, and transition to the specialized zone will also be confirmed. In addition, if a cherry role (weak cherry role or strong cherry role) is won between one game and three games after the strong cherry role is won, the lottery condition will not be met, and the lottery condition for the other determination pattern (1) "multiple wins of rare roles in the history column" described below will be met, and a lottery will be held in the history column.

[0100] In this way, the history lottery using judgment patterns (3) and (4) is a ``history column inside / outside lottery'' in which the lottery is conducted based on the history displayed in the display column of the history information display area 81 and the history not displayed in the display column of the history information display area 81. In other words, the main control unit 10 functions as a second judgment means capable of making judgments regarding the control of a specific game state based on history corresponding to the history information displayed in the history display area and history that is not the subject of history information being displayed in the history display area (history that is no longer the subject of history information being displayed in the history display area because the history information has been erased by the execution of the game).

[0101] · History lottery during normal AT state In the normal AT state, for example, a history lottery is performed based on the determination pattern shown in FIG. 9(b). (1) "Three consecutive push order bells" The trigger for the establishment of the lottery condition and the display mode of the history information in the history information display area 81 are the same as the determination pattern (1) in the normal gaming state described above. If the lottery conditions are met, a lottery will be held to continue the game to the AT state with a 10% chance of winning. (2) "Four consecutive push order bells" The trigger for the establishment of the lottery condition and the display mode of the history information in the history information display area 81 are the same as the determination pattern (2) in the normal gaming state described above. If the lottery conditions are met, a lottery will be held to continue the game to the AT state with a 50% chance of winning.

[0102] (3) "Five consecutive push order bells" The lottery conditions will be met if the push order bell role is won consecutively in the last five games, including this game. In this case, the historical information Z0 to Z3 in the historical information display area 81 displays a pattern image corresponding to the push order bell role, and the pattern image corresponding to the push order bell role that was won four games ago is not displayed in the display column of the historical information display area 81. If the lottery conditions are met, a lottery for the continuation of the AT state will be held in the current game with a 100% probability of winning. In other words, the continuation of the AT state is confirmed. In addition, when a common bell role is provided, it may include winning of the common bell role in addition to the push order bell role.

[0103] If the determination patterns (1) to (3) are established, the following control may be performed. If the lottery for continuing the AT state is won as a result of the establishment of judgment pattern (1), the push order bell role will be won in the next game, and if judgment pattern (2) is established, the continuation of the AT state may be confirmed. In other words, if the lottery for continuing the AT state is won with "three consecutive push order bell roles", set stocks may be awarded unconditionally with "four consecutive push order bell roles". In addition, if the lottery for continuing the AT state is won as a result of the establishment of judgment pattern (1), even if a rare role is won in the next game instead of the push order bell role, it may be deemed that judgment pattern (2) has been established, and the continuation of the AT state may be confirmed. Furthermore, in this case, if the push order bell role is won in the game following the rare role win, it may be considered that the judgment pattern (3) has been established, and a special benefit may be awarded. On the other hand, if the player does not win the lottery to continue the AT state triggered by the establishment of judgment pattern (1), if a rare role is won in the next game, it may be considered that the consecutive wins of the push order bell role have been interrupted without considering judgment pattern (2) to have been established.

[0104] (4) After winning the watermelon role, win the cherry role within seven games (however, the watermelon role will be won in the game corresponding to the history column) After winning the watermelon role, if a cherry role (weak cherry role or strong cherry role) is won within 7 games, the lottery conditions will be met. However, the winning history of the watermelon role is a history that is not the subject of display in the history information display area 81. In other words, after the watermelon role is won and a pattern image corresponding to the watermelon role is displayed in the history information Z0, the game is executed and the pattern image is sequentially shifted to the right, the history information is erased from the display area of ​​the history information display area 81, and the history information Z0 displays a pattern image corresponding to the weak cherry role or the strong cherry role (see Figure 9(b)). Specifically, if a cherry role (weak cherry role or strong cherry role) is won between 4 and 7 games after the watermelon role is won, the lottery conditions will be met. If the lottery conditions are met, a lottery will be held in this game to move to a specialized zone with a 50% chance of winning. In addition, if a cherry role (weak cherry role or strong cherry role) is won between one game and three games after the watermelon role is won, the lottery condition will not be met, and the lottery condition for the other determination pattern (1) "multiple wins of rare roles in the history column" described below will be met, and a lottery will be held in the history column.

[0105] In this way, the history lottery using judgment patterns (3) and (4) is a ``history column inside / outside lottery'' in which the lottery is conducted based on the history displayed in the display column of the history information display area 81 and the history not displayed in the display column of the history information display area 81.

[0106] (5) "One win for the watermelon role and one win for the cherry role" The lottery conditions are met if the watermelon role and the cherry role (weak cherry role or strong cherry role) are won once each in the last four games, including this game. In this case, the historical information Z0 in the historical information display area 81 displays a symbol image corresponding to the watermelon or cherry combination, and the historical information Z1 to Z3 displays one symbol image corresponding to the watermelon or cherry combination. If the lottery conditions are met, a lottery for transition to the specialized zone is held in the current game with a 100% probability of winning. In other words, transition to the specialized zone is confirmed. In this way, the history lottery based on the determination pattern (5) is a "history column lottery" in which the lottery is conducted based only on the history displayed in the display column of the history information display area 81.

[0107] Other judgment patterns In addition to or instead of the above-described determination patterns, a history lottery may be performed based on the following determination patterns. (1) "Multiple wins of rare roles in the history column" The lottery conditions are met if rare symbols are won multiple times in the last four games, including this game. For example, the lottery conditions are met if any of the following roles is won a total of two times in the last four games including the current game: weak cherry role, strong cherry role, watermelon role, and chance role. Alternatively, the lottery conditions may be satisfied when a total of three or four wins are made. If the lottery conditions are met, for example, a transition to the AT state may be confirmed in the normal game state, a continuation of the AT state may be confirmed in the normal AT state, and a large number of games may be awarded (added) in the specialized zone. The lottery conditions may be met in all three cases: when a total of two wins are made, when a total of three wins are made, and when a total of four wins are made. In this case, when a total of three or four wins are made, an additional benefit (for example, a set stock) may be awarded in addition to the benefit awarded when a total of two wins are made.

[0108] In addition to this, if the same winning combination is won multiple times in succession, a special benefit that is advantageous to the player may be given. In this case, a more advantageous bonus may be awarded to a combination with a lower winning probability in the internal lottery process. For example, a more advantageous bonus may be awarded to a combination with two consecutive wins of a strong cherry combination than to a combination with two consecutive wins of a weak cherry combination. Also, the more consecutive wins there are, the more advantageous the bonus may be given to the player. For example, a more advantageous bonus may be given to a player who wins three consecutive weak cherry combinations than to a player who wins two consecutive combinations, or a more advantageous bonus may be given to a player who wins four consecutive combinations than to a player who wins three consecutive combinations.

[0109] (2) "Variations of the lottery inside and outside the history column" The lottery conditions are met when a specific winning combination is won a predetermined number of times during a predetermined period of five or more games, including the current game. For example, if the bell symbol is won seven times in the last 10 games, including this game, the lottery conditions will be met. Also, for example, the lottery conditions are met if the weak cherry role is won seven times in the most recent 77 games, including the current game. If the lottery conditions are met, a lottery regarding control of the AT state may be held with a predetermined probability of winning, or a predetermined benefit (such as the awarding of a set stock) may be granted.

[0110] Also, if you win the Cherry role in this game, the lottery conditions will be met if you have won the Push Order Bell role consecutively four games prior to that (for example, winning four games in a row). In other words, this is the case when the cherry role is won in the game immediately after the symbol image corresponding to the consecutive push-order bell role is erased from the column of the history information display area 81. If the lottery conditions are met, a lottery regarding control of the AT state may be held with a predetermined probability of winning, or a predetermined benefit (such as the awarding of a set stock) may be granted.

[0111] (3) "History margin lottery" A history lottery (outside history lottery) may be performed based only on the history that is not displayed in the display column of the history information display area 81. In other words, the lottery will be drawn based on the history of games prior to the most recent four games, including the current game. For example, the lottery conditions are met if the weak cherry role has been won 10 times in the last 100 games prior to the last four games, including this game. In addition, the history lottery may be performed based on a determination pattern that does not satisfy the lottery conditions in the lottery within the history column and the lottery within and outside the history column. For example, the lottery conditions may be satisfied by "three consecutive replay combinations," etc. If the lottery conditions are met, a lottery regarding control of the AT state may be held with a predetermined probability of winning, or a predetermined benefit (such as the awarding of a set stock) may be granted. In addition, at a predetermined opportunity, a lottery may be held regarding the control of the AT state based on the winning history, for example, from 100 games or 200 games ago.

[0112] Furthermore, the above-described history lottery may be modified as follows. In the above-described embodiment, the winning history corresponding to the winning target command indicating the lottery result of the internal lottery process was used as the history, but in addition to or instead of this, it is also possible to use a winning history corresponding to the winning determination command indicating the result of the winning determination. In the above embodiment, the number of consecutive games with the push order bell combination is set to 3 to 5 as a determination pattern for the history lottery, but it is not limited to this, and the lottery condition may be established in 2 games or 6 games or more. In this case, the more consecutive games there are, the more advantageous benefits may be awarded. In addition, in the above-described embodiment, when the lottery conditions for the lottery inside and outside the history column are met, the history outside the display column is hidden, but the history outside the display column may also be displayed in a display area separate from the history information display area 81. In addition, a notification may be made that a history lottery is being conducted based on the history outside the display column of the history information display area 81. For example, when a history lottery for "five consecutive push order bell roles" is conducted, a message such as "Bell roles including those outside the history" or "five consecutive bell roles" may be displayed.

[0113] As described above, the medalless gaming machine 1 in this embodiment can perform a lottery within the history column based only on the history displayed within the display column of the history information display area 81, and a lottery within and outside the history column based on the history displayed within the display column of the history information display area 81 and the history not displayed within the display column of the history information display area 81. This allows history lotteries to be performed using a variety of determination patterns, making it possible to increase interest. In addition, in the lottery inside and outside the history column, the lottery regarding the control of the AT state is conducted based on history that is not displayed in the display column of the history information display area 81, which can create an element of surprise and increase interest. Furthermore, for example, if a lottery for controlling the AT state is conducted based only on the history displayed in the display field of the history information display area 81, there is a risk that the player may feel as if they have wasted their chances (a sense of losing out), such as "If only I had won the rare role one game earlier, the lottery conditions for the history lottery would have been met." However, this situation can be mitigated because even history that is not already displayed in the display field of the history information display area 81 can be included in the lottery for controlling the AT state.

[0114] Furthermore, in the lottery inside and outside the history column, a lottery regarding control of the AT state is conducted based on the history corresponding to the first lottery result (cherry role) displayed in the display column of the history information display area 81 and the history corresponding to the first lottery result (cherry role) not displayed in the display column of the history information display area 81, but the lottery regarding control of the AT state is not conducted based on the history corresponding to the second lottery result (watermelon role) displayed in the display column of the history information display area 81 and the history corresponding to the second lottery result (watermelon role) not displayed in the display column of the history information display area 81, so that attention can be drawn to the winning role and interest can be increased.

[0115] (Recommended push order notification) The medal-less gaming machine 1 in this embodiment recommends a "first left press" order in which the stop button 5a is the first stop operation. Therefore, if the player presses the buttons in a sequence other than the left first press, such as pressing the middle first press with the stop button 5b as the first stop operation (a specific sequence), or pressing the right first press with the stop button 5c as the first stop operation (a specific sequence) (hereinafter, these are collectively referred to as irregular presses), specific information can be output. The "output of specific information" is, for example, a display such as "Push left recommended" on the display 8, the output of a prohibition sound from the speaker 9, or a change in the lighting mode of the lamp 11. Note that the output mode is not limited to these, as long as it is a mode that calls attention to the pressing order.

[0116] As mentioned above, in the normal game state, normal AT state (first specific game state) and higher AT state (3-card net increase state), in games where the lottery result is a special lottery result (push order bell role B3 to B6), the push order navigation is controlled so that it is not executed. Furthermore, in a game in which such push order navigation is not implemented, if a player actively presses buttons in an irregular sequence, the frequency of accidentally winning the winning combination corresponding to the irregular button press (push order bell combination B3 to B6) will increase, and 13 medals will be paid out, which will affect the gaming performance such as the payout rate expected by the medalless gaming machine 1. Therefore, in the medal-less gaming machine 1 of this embodiment, in the case of a game in which push order navigation is not being performed, a warning such as "Pushing left is recommended" is displayed on the display 8, thereby preventing active irregular pressing and preventing the unexpected payout of 13 medals.

[0117] Specifically, when an irregular button press is performed during normal game play, the sub-controller 20 always displays a message such as "Left button press is recommended" on the display 8. In addition, if irregular button presses are made in a game in which button press order navigation is not executed during the normal AT state or higher AT state (3-card net increase state), the display 8 will display a message such as "Left button press is recommended." In other words, in games where push order navigation is not performed, i.e., when a predetermined role (for example, a 1-coin role, a replay role, or a rare role) is won, if irregular button presses are made, the display 8 will display a message such as "Left button press is recommended."

[0118] On the other hand, as mentioned above, in the higher AT state (7-piece net increase state), in games where the lottery result is a special lottery result (push order bell role B3 to B6), the push order navigation is controlled to be executed. Therefore, when the push order navigation is not being executed, such as during the normal AT state or the higher AT state (3-coin net increase state), problems such as 13 medals being paid out due to irregular button presses cannot occur. However, if an irregular button press is made in a game in which the button press order navigation is not executed during the higher AT state (7-coin net increase state), and if the display 8 does not display a message such as "Pressing left is recommended," the output pattern will be different from that during the normal AT state and the higher AT state (3-coin net increase state), and the player may be able to detect the current net increase state (7-coin net increase state). Therefore, in the medal-less gaming machine 1 of this embodiment, during the higher AT state (7-coin net increase state), just as during the normal AT state and the higher AT state (3-coin net increase state), if an irregular button press is performed in a game in which button press order navigation is not executed, the display 8 will display a message such as "Left button press is recommended." In other words, in a game in which the push order navigation is not executed, i.e., in a game in which a predetermined role (for example, a 1-coin role, a replay role, or a rare role) is won, if irregular button presses are made, the display 8 will display a message such as "Left button press is recommended."

[0119] In this way, regardless of whether the state is the normal AT state, the higher AT state (3-coin net increase state), or the higher AT state (7-coin net increase state), if an irregular button press is performed in a game in which the lottery result is not a special lottery result (push order bell role B3 to B6) but a predetermined lottery result (for example, 1-coin role, replay role, rare role, etc.), specific information (such as "left button press is recommended") can be output to the display 8. This makes it difficult to distinguish between the output pattern during the higher AT state (7-coin net increase state) and the output pattern during the normal AT state and the higher AT state (3-coin net increase state), preventing the player from noticing the current net increase state.

[0120] In addition, a penalty may be imposed when irregular pressing is performed in the normal game state, normal AT state, or higher AT state (3-coin net increase state). As a penalty for irregular pressing, for example, during the AT state, a penalty can be imposed such as not executing the AT state continuation lottery or additional lottery for a predetermined number of games after the irregular pressing is performed. On the other hand, if irregular pressing is performed during a higher AT state (a state in which 7 coins are net increased), no penalty may be imposed.

[0121] As explained above, in the present invention, a gaming machine (medalless gaming machine 1) has a normal gaming state and a specific gaming state (AT state) that is advantageous to the player, and is equipped with a judgment means (main control unit 10) that can make a judgment regarding control of the specific gaming state based on the result of a predetermined lottery that is held each time a game is played, and is equipped with a memory means (memory unit) that stores history corresponding to the lottery result, and a display means (display 8) that has a history display area that can display history information corresponding to the history, and the judgment means is configured to include a first judgment means (main control unit 10) that can make a judgment regarding control of the specific gaming state based on history corresponding to the history information displayed in the history display area, but not based on history that is not the target for which history information is displayed in the history display area, and a second judgment means (main control unit 10) that can make a judgment regarding control of the specific gaming state based on history corresponding to the history information displayed in the history display area and history that is not the target for which history information is displayed in the history display area.

[0122] The gaming machine of the present invention having such a configuration can make judgments based only on the history displayed in the history display area (lottery within the history column) and judgments based on the history displayed in the history display area and history that is no longer displayed in the history display area (lottery inside and outside the history column).This makes it possible to add an element of surprise to the judgments (lotteries) regarding the control of specific gaming states by history lottery, thereby increasing the entertainment value. Furthermore, for example, if a judgment (lottery) regarding the control of a specific game state is made based solely on the history displayed in the history display area, there is a risk that the player may feel as if they have wasted their chances (a sense of having missed out), such as "If only I had won the rare role one game earlier, the lottery conditions for the history lottery would have been met." However, this situation can be mitigated because even history that is not already displayed in the history display area is subject to judgment (lottery) regarding the control of a specific game state.

[0123] In response to this, for example, Patent Document 1 discloses a gaming machine that has a history column that displays the winning history for a predetermined number of games, and that draws the AT lottery based on the winning history displayed in the history column. However, in this gaming machine, the lottery is generally based on the winning history, which means there is no element of surprise and it has not been possible to sufficiently increase interest. In this way, the medal-less gaming machine 1 of this embodiment can solve all or part of the problems that need to be improved in conventional gaming machines.

[0124] (Other embodiments) Next, a medal-less gaming machine 1 according to another embodiment will be described. The medalless gaming machine 1 of another embodiment (hereinafter also referred to as "this embodiment") has the same configuration as the medalless gaming machine 1 of the aforementioned embodiment (hereinafter also referred to as "basic embodiment") in the configuration shown in Figures 1 to 5. Therefore, the description of the basic embodiment will be used to refer to FIGS. 1 to 5 and the explanation thereof will be omitted. In the following, the explanation of the gaming machine of this embodiment will be omitted for the parts that are common to the basic embodiment, and the explanation will be mainly focused on the parts that are different from the basic embodiment.

[0125] FIG. 10 is a payout table for the medalless gaming machine 1 in this embodiment. As shown in the figure, the payout number for push order bell roles A1 to A6 (collectively referred to as push order bell role A) is 9, and the payout number for push order bell roles B3 to B6 (collectively referred to as push order bell role B) is 15.

[0126] As in the basic embodiment, the medal-less gaming machine 1 in this embodiment also recommends a "first press left" sequence, with the stop button 5a being the first stop operation (see "recommended press sequence notification" above). Therefore, if an irregular button press is performed by a player, control is implemented to impose a penalty. For example, in the normal game state, if the player performs irregular pressing, the ceiling number of games is not added. Also, in the preparation and race parts, if the push order navigation is not executed, it is assumed that the game will be played by pressing the left 1ST button, so if irregular buttons are pressed during the preparation part, the point lottery will not be executed, and if irregular buttons are pressed during the race part, the bonus lottery will not be executed. When an irregular button press is made, for example, the display 8 may display "Left button press recommended," a prohibition sound may be output from the speaker 9, or the lighting mode of the lamp 11 may be changed. This allows the player to be encouraged to press the left button first, and control can be performed so that no penalty is imposed (the player is not put at a disadvantage). Note that the output mode is not limited to these, as long as it is a mode that calls attention to the button press order. Furthermore, even if irregular button presses are made, the above-mentioned penalties (not adding to the ceiling number of games, not executing the point lottery, not executing the bonus lottery) do not have to be imposed.

[0127] The medal-less gaming machine 1 of this embodiment does not have a normal AT state and a higher AT state. In other words, the medal-less gaming machine 1 of the basic embodiment has a normal AT state and a higher AT state, and in the normal AT state, if the push order bell role B is won, in principle, it is controlled so that the push order navigation is not executed, and in the higher AT state, if the push order bell role B is won, it is controlled so that the push order navigation is executed with a predetermined probability according to the current net increase state, but the medal-less gaming machine 1 of this embodiment does not execute such control. However, even in this embodiment, a normal AT state and a higher AT state may be provided, and in the normal AT state, if the push order bell role B is won, the push order navigation may be controlled not to be executed as a general rule, and in the higher AT state, if the push order bell role B is won, the push order navigation may be executed with a predetermined probability depending on the current net increase state.

[0128] In this embodiment, if the medal-less gaming machine 1 wins the push order bell role B during the preparation part, it will execute push order navigation with a predetermined probability, and if the push order bell role A is won, it will execute 100% push order navigation (navigation rate: 100%) (partial AT). In the medalless gaming machine 1 of this embodiment, the probability setting device 16 (setting means) can set any one of a plurality of setting values ​​including a first setting value (e.g., setting 1) and a second setting value (e.g., setting 6). For example, in the AT lottery, the second set value has a higher probability of winning than the first set value, allowing the game to proceed more advantageously (FIG. 12).

[0129] (Details of each game state) As shown in FIG. 11, a game on the medalless gaming machine 1 according to this embodiment is executed in a plurality of game states. The main control unit 10, as a control means, controls one of the plurality of game states. Basically, it is controlled to a non-AT state (advantageous zone). The normal game state is controlled to a non-AT state. The AT is controlled in the AT state. The preparation part is partially controlled by the AT, and the pseudo bonus is controlled by the AT.

[0130] The longer a player stays in the normal game state, the longer the period during which it is difficult for the player to increase their medal count, which is disadvantageous for the player. On the other hand, the AT state is an advantageous game state for the player, as medals tend to increase as the player continues playing. Therefore, the player will play by transitioning from the normal game state to the preparation part, playing the preparation part multiple times (continuing), and aiming to transition to the pseudo bonus via the preparation part or the race part. In addition, the normal game state may be controlled to perform a partial AT, i.e., push order navigation at a predetermined navigation rate when the push order bell role is won.

[0131] In normal game mode, if you win the AT lottery based on a rare winning combination or reach the ceiling number of games, you will transition to the preparation part (partial AT) (arrow a in Figure 11). The preparation part consists of 40 games, and if you win the pseudo bonus lottery, you will move on to the pseudo bonus (AT) (arrow b in Figure 11). The pseudo bonus consists of 21 games, and if the push order bell is selected in the internal lottery process, push order navigation will be executed with a navigation rate of 100% (AT). The pseudo-bonus ends when 21 games are played, and then the game shifts to the preparation part (arrow c in Figure 11). In the preparation part that is entered after the pseudo-bonus ends, the game starts from the beginning of the 40th game. The preparation part ends when 40 games have been played, and then the race part (non-AT) begins (arrow d in Figure 11). In the final game of the preparation part, a continuation lottery (AT continuation lottery) is held to determine whether the AT will continue after the race part (the continuation of the preparation part). The race part consists of 11 games and ends when those 11 games have been played. In the race part, if the continuation lottery in the preparation part is won (continuation is confirmed), the process moves to the preparation part after the end of the race part (arrow e in FIG. 11).

[0132] In the race part, when a rare symbol is won, a bonus lottery is held, and if the bonus lottery is won, a bonus will be awarded. The "benefit" refers to the "preparation part" (i.e., the continuation of the preparation part) when the continuation of the AT has not been confirmed (when the lottery for the continuation of the preparation part is not won), and the "pseudo bonus" refers to the continuation of the AT when the continuation of the AT has been confirmed. That is, if the bonus lottery is won, the game may move to the preparation part (arrow e in FIG. 11) or to the pseudo bonus part (arrow f in FIG. 11). If a rare combination is not won in the race part (if the bonus lottery is not executed), the game will transition to the normal game state after the race part ends (arrow g in FIG. 11). During each game state, the display 8 displays information indicating that the game state is in progress. In addition, the AT according to this embodiment uses a game number management type that uses a game number addition method in which the AT ends when the number of games added per game reaches an upper limit (fixed number of games). For this reason, during the preparation part and pseudo bonus, the "current number of games / fixed number of games" is displayed on the display 8 (lower left of Figures 19 and 21, upper right of Figure 27). Details of each stage and various lotteries will be provided later.

[0133] (Normal gameplay state) In the normal gaming state according to this embodiment, the ceiling number of games: 777G is set, and when the ceiling number of games is exhausted, the game shifts to the AT (preparation part) (arrow a in FIG. 11). The ceiling number of games is not limited to the above and can be set to any number of games. During normal game mode, when a rare role is won, a lottery to transition to the AT mode (AT lottery) is executed. Figure 12(a) is AT lottery table A (weak rare role) to be referenced when a weak rare role is won, and Figure 12(b) is AT lottery table B (strong rare role) to be referenced when a strong rare role is won. As shown in these figures, the higher the setting, the easier it is to win the AT lottery, and it is set so that it is easier to win the AT lottery if you win a strong rare role than if you win a weak rare role. If the AT lottery is won, the game will move to the next game or a premonition effect, followed by a preparation part (partial AT) (arrow a in Figure 11).

[0134] In addition, in normal game mode, push order navigation may be performed with a low probability (for example, 1 / 400 when push order bell role A is won), and if push order navigation is performed in normal game mode, an AT lottery (for example, a lottery with a 1 / 4 chance of winning) may be performed. In the normal gaming state, the transition probability may be changed by providing a low probability state in which the transition probability to the AT state is relatively low and a high probability state in which the transition probability to the AT state is relatively high. The transition of the probability state may be controlled, for example, so that the transition (promotion) from the low probability state to the high probability state occurs at a predetermined probability when a rare combination is won, and may be controlled so that the transition (demotion) from the high probability state to the low probability state occurs when a predetermined condition is met, such as when a predetermined number of games are played during the high probability state. The probability of winning the AT lottery may be different even for the same rare role depending on whether the state is low probability or high probability.

[0135] An AT lottery may be held in which there is a predetermined probability of winning if a weak rare role is won (for example, 10%), and a predetermined probability of winning if a strong rare role is won (for example, 30%). The transition conditions for transitioning from the normal gaming state to the AT state may be other than those based on the AT lottery described above. During the normal game state, an AT lottery may be held for each game with a predetermined winning probability (for example, 0.01%). If the AT lottery is won, the game may transition to the AT state with multiple set stocks awarded. It is also possible to provide a CZ (a so-called chance zone) that makes it easier to transition to the AT state than the normal gaming state, and to transition from the normal gaming state to the AT state via the CZ state.

[0136] In the normal game state, a character appearance effect is executed in which a predetermined character (characters A to E) is displayed on the display device 8 every time a predetermined number of games are played. Specifically, in the normal game mode, a character appearance lottery A is executed every 10G (first cycle of 10G, 20G, ...), and the character determined in the lottery is displayed on the display 8, and a character appearance lottery B is executed every 1000G (second cycle of 1000G, 2000G, ...), and the character determined in the lottery is displayed on the display 8. In addition to character display, sound output and lamp display can also be performed. In other words, as a second determination means, the sub-control unit 20 determines by lottery the character (special information) to be output in the normal game state (second situation) from among a plurality of characters (special information) including character E (first special information), and the output means (display 8, speaker 9, lamp 11, etc.) outputs the special information determined by the second determination means in the normal game state (second situation).

[0137] FIG. 13(a) shows character appearance table A to be referenced when character appearance lottery A is executed, and FIG. 13(b) shows character appearance table B to be referenced when character appearance lottery B is executed. As shown in these, both Character Appearance Lottery A and Character Appearance Lottery B determine the character that will appear from characters A to E by lottery, and the probability of winning each character is as follows: Character A < Character B = Character C < Character D < Character E. Character Appearance Lottery A is conducted with a winning probability (appearance probability) that is common to all setting values, whereas Character Appearance Lottery B has different appearance probabilities for setting values ​​(low setting) 1 to 3 and setting values ​​(high setting) 4 to 6. In the character appearance lottery B, characters A to D are more likely to win with a high setting, and character E is more likely to win with a low setting, so the setting value can be suggested based on the appearance of the character. The occurrence probability is not limited to the above, and any occurrence probability can be set.

[0138] The character appearance lottery is carried out by counting the number of games played in normal game mode and when the counting result is a multiple of 10G or 1000G, but even in game modes other than normal game mode (preparation part, race part, pseudo bonus), the counting result of the number of games played in normal game mode is stored in the memory unit, and when the game returns to normal game mode again, counting continues from where it left off. However, the counting results stored in the memory unit can be reset by turning off the power to the device. By turning off the power, the counting results are not accumulated, so the period until character appearance lottery B is executed can be relatively longer compared to when the power is not turned off. This makes it possible to complicate the degree of character appearance in relation to Character Appearance Lottery A, thereby making it possible to make setting changes based on character appearances more ambiguous.

[0139] FIG. 14 is a diagram showing an image of a character appearing. FIG. 14(a) shows the display image of the display device 8 in the ninth game in the normal gaming state, and FIG. 14(b) shows the display image of the display device 8 in the tenth game in the normal gaming state. As shown in these figures, in the normal game state, the display 8 displays a main character, trees, etc. as a background image. For this reason, in the ninth game, only the background image (the main character and trees) showing the normal game state is displayed on the display 8, but in the tenth game, character A is displayed on the display 8. In other words, in the 10th game, character A appears based on the results of character appearance lottery A.

[0140] The character appearance effect is intended to be complete in one game, but it can also be made to continue appearing for two or more games, or until the next character appears. Furthermore, regardless of the number of games played, one of the character appearance tables may always be referenced. In addition, a character may be made to appear by referring to the character appearance table when other conditions are met, such as winning a predetermined role (rare role, etc.), rather than at a predetermined cycle (first cycle or second cycle). Furthermore, the characters may appear not only in the normal game state but also in other game states. Furthermore, the character appearance effect may be not only an image effect, but may also be replaced by or added to other effects (audio effect, lamp effect, etc.). Additionally, characters may be displayed on the sub-screen or lower panel display so as not to interfere with the presentation of the main screen (display 8). In addition, control may be executed to display the same characters as in the normal game state in any or all of the preparation part, race part, and pseudo bonus (game state advantageous to the player). This makes it difficult for surrounding players to understand the circumstances under which a character will appear, further enhancing the effect of the character's appearance (the effect of making the setting suggestion vague).

[0141] (Preparation part) The preparation part is a game state controlled by a partial AT that lasts for 40G. Therefore, the preparation part is a game state that is advantageous to the player. "Partial AT" refers to an AT state in which, when the push order bell is won, push order navigation is not performed with a 100% navigation rate (also called full navigation), but rather push order navigation is performed partially. For example, when push order bell role B is won, a navigation lottery is held, and push order navigation is performed with a 40% navigation rate, and not performed with a 60% navigation rate. The above navigation rate is an example, and other navigation rates may be used. For example, when the push order bell roles B3 to B6 are won, the execution / non-execution of push order navigation may be controlled alternately. Also, if you win the push order bell role B, you can execute all navigation, or you can choose not to execute the push order navigation 100%. When the push order bell roles A1 to A6 are won, all navigation will be executed.

[0142] In the preparation part, the navigation mode (navigation performance) of push order bell role A and push order bell role B is controlled identically. "Identical" means that the size, shape, position, color, etc. of the background image and correct button press sequence are identical or nearly identical (similar). This makes it possible to not emphasize the execution of the push order navigation for the push order bell role B, and to not highlight the fact that the push order navigation will not be executed when the push order bell role B is won. If the navigation modes for push order bell role A and push order bell role B are not the same, there is a possibility that only push order bell role B will not execute push order navigation, and therefore even if a player wins such push order bell role B, the player may think that they have won a push order bell that is not advantageous to them. In this embodiment, the navigation mode (navigation performance) of the push order bell role A and the push order bell role B is the same, so even if you win the push order bell role B, you cannot clearly tell whether you have won the push order bell role A or the push order bell role B, so you will not think that you have won the unfavorable push order bell. In addition, it is possible to make it less obvious that the navigation rate of the push order bell role B in the preparation part (some ATs) is low compared to the navigation rate (100%) of the push order bell role B in the pseudo bonus.

[0143] In the preparation part, the main control unit 10 counts information relating to the number of medals acquired (number of game values) as a counting means, and the sub-control unit 20 executes a "xx medal breakthrough effect" each time a unit number of medals is acquired based on the counting result of the counting means. "xx" indicates an arbitrary number. The control of the counting means may be executed by the sub-control unit 20. The effect is preferably executed after the end of the game (after all reels have stopped), but it may also be executed after the start of the game (after all reels have started to spin) or after one or two reels have stopped. For example, under the control of the sub-controller 20, when the counting result by the counting means reaches 500 (specific result), "over 500" (specific information) is displayed on the display 8. Note that the "specific information" is a different concept from the "specific information" in the basic embodiment, and is also a different concept from the first specific information and second specific information described below. In other words, the number of coins acquired (the difference in the unit number of coins) that triggers the execution of the "xx coin breakthrough effect" is set to a multiple of the unit number of coins acquired (the difference in the unit number of coins that triggers the execution of the "xx coin breakthrough effect." In this embodiment, an example will be described in which the number of medals acquired as a trigger for execution is 500, and the "500 medal breakthrough effect" is executed ("500 medal breakthrough" is displayed) every time 500 medals are acquired, but this is not limited to this and any number of medals acquired (for example, 400 medals) may also be used. The "500 coin breakthrough effect" is executed only in the preparation part, and is not executed in other game states such as the race part or pseudo bonus, but it may also be executed in other game states without being limited to these. When 500 medals are acquired during another game state, the game is subsequently controlled to a preparation part, and when a payout occurs during the preparation part, a "500 medal breakthrough effect" is executed.

[0144] In the preparation part, a lottery (AT continuation lottery) is held in the final game to determine whether the AT will continue (transitioning back to the preparation part (AT) after the race part ends). The AT continuation lottery is carried out using the points accumulated (cumulatively added up) in the preparation part as the winning probability (i.e., continuation rate). Points are awarded and accumulated each time a push order bell role B or a rare role is won. The awarded points and accumulated points are stored in a memory unit in a referable manner. Specifically, if you win the push order bell role B or the rare role, a point lottery (during the preparation part) will be held and points corresponding to the lottery results will be awarded.

[0145] Figure 15(a) is point lottery table A (bell B) to be referenced when the push order bell role B is won, and Figure 15(b) is point lottery table B (rare role) to be referenced when the rare role is won. As shown in these figures, if you win the push order bell role B, the points to be awarded will be determined by lottery from among 5, 10, 20, or 30 points, and if you win the rare role, the points to be awarded will be determined by lottery from among 10, 30, 50, or 100 points. In each lottery, the lower the setting, the easier it is to win low points and the harder it is to win high points, and the higher the setting, the easier it is to win high points and the harder it is to win low points. For example, if you win Push Order Bell Role B, in setting 1, there is a 244 / 256 chance of winning 5 points and a 2 / 256 chance of winning 30 points, but in setting 6, there is a 214 / 256 chance of winning 5 points and a 12 / 256 chance of winning 30 points. Also, if you win a rare role, in setting 1, there is a 231 / 256 chance of winning 10 points and a 1 / 256 chance of winning 100 points, but in setting 6, there is a 206 / 256 chance of winning 10 points and a 6 / 256 chance of winning 100 points.

[0146] The cumulative points awarded through the point lottery are referred to as the AT continuation rate. For example, if you are awarded 10 points in the point lottery when you win the push order bell role B, and then you are awarded 50 points in the point lottery when you win a rare role, and you reach the final game, the total points will be 60 points (= 10 + 50), so the AT continuation lottery will be executed with a 60% chance of winning. Therefore, if the cumulative points are 100 or more, the probability of winning the AT continuation lottery is 100%, so the AT continuation is confirmed.

[0147] If the cumulative points exceed 100 at the end of the preparation part, the excess points will be carried over to the next preparation part. For example, if the cumulative points are 150 points, the game progresses in the following order: preparation part → race part → AT continuation (preparation part), and the cumulative points in the continued preparation part are managed at an initial value of 50 points. Also, if the cumulative points are 250 points (if two AT continuations are confirmed), the game state will progress in the following order: preparation part → race part → first AT continuation (first preparation part) → race part → second AT continuation (second preparation part), and the cumulative points in the second preparation part will be managed at the initial value of 50 points.

[0148] The carried-over points may be converted into the number of games in the next preparation part (for example, 1 point = 1 game) and added to the total. In addition, a pseudo-bonus lottery may be held in which the carried-over points are used as the winning probability of the pseudo-bonus, and if the pseudo-bonus lottery is won, the game may transition to the pseudo-bonus after the end of the race part. For example, if the cumulative points are 160, a pseudo-bonus lottery is held in which the excess 60% is used as the winning probability, and if the pseudo-bonus lottery is won, the game transitions to the pseudo-bonus after the end of the race part, and if the pseudo-bonus lottery is not won, the game transitions to the preparation part after the end of the race part. Furthermore, when the preparation part ends and the race part begins, the stored points may be erased. Also, instead of carrying over points, a set stock of preparation parts may be given. In this case, the continuation of the AT may be confirmed as a "benefit" in the race part as described below.

[0149] In the preparation part, if a rare role is won, a pseudo bonus lottery (AT lottery) will be executed. Specifically, if a weak rare role is won, a pseudo bonus lottery is executed by referring to pseudo bonus lottery table A (weak rare role) shown in Figure 16(a), and if a strong rare role is won, a pseudo bonus lottery is executed by referring to pseudo bonus lottery table B (strong rare role) shown in Figure 16(b). If you win the pseudo bonus lottery, you will move on to the pseudo bonus (arrow b in Figure 11). If the player does not win the pseudo-bonus lottery and the 40G game ends, the game moves to the race part (arrow d in Figure 11). In other words, if a rare role is won, both the pseudo bonus lottery and the point lottery will be carried out (double lottery). In addition, if a rare role is won, each lottery is executed in the order of pseudo bonus lottery → point lottery, and if a pseudo bonus is won, the point lottery may not be executed, or the point lottery may be executed only if a pseudo bonus is won.

[0150] (Change effect when breaking through XX cards) In the "xx-piece breakthrough effect" in the preparation part, a lottery for a change mode is held in the game following the game in which the effect was executed, and a "change mode" that changes the "xx-piece breakthrough effect" with the change mode determined by the lottery for the change mode is executed in the next game. As an example of the change effect, the "erasing effect" that erases the "500 coins exceeded" display will be described below. In this case, the "erasing mode lottery" is executed as the "change mode lottery", and the erasing mode is determined by the execution of the lottery. 17 shows the erasure patterns in the erasure performance. (a) shows a crack, (b) shows a vertical crack, (c) shows a horizontal crack, (d) shows an X-shaped crack, and (e) shows shatter. In the elimination pattern lottery, the elimination pattern to be used in the elimination effect is determined by lottery from among a (crack), b (vertical crack), c (horizontal crack), d (X-shaped crack), and e (shatter) (see Figure 18). That is, the sub-controller 20, as a determining means, determines the change manner (erasure manner) of "over 500 pieces" (specific information) displayed on the display 8.

[0151] If the "Crack" is won, as shown in Figure 17(a), a "Crack" pattern will be displayed in the display area in the game following the game in which "500 Coins Exceeded" was displayed, and an erasure effect will be executed to erase the "500 Coins Exceeded" display during the next game. If the "vertical split" is won, the display area will be shown cut vertically in the game following the game in which "500 coins exceeded" was displayed, as shown in Figure 17(b), and an erasure effect will be executed to erase the "500 coins exceeded" display during the next game. If "horizontal split" is won, the display area of ​​the game that displayed "500 coins exceeded" is displayed cut horizontally in the game that follows, as shown in Figure 17(c), and an erasure effect is executed to erase the "500 coins exceeded" display during the next game. The timing for erasing the effect is preferably after the end of the game (after all reels have stopped), but it can also be after the start of the game (after all reels have started to spin) or after one or two reels have stopped. If the "X Break" is won, as shown in Figure 17(d), in the game following the game in which "500 Coins Break" is displayed, the display area is shown to be cut in the X direction, and during the next game, an erasure effect is executed to erase the "500 Coins Break" display. If the "Shattered" win occurs, the display area of ​​the game that displays "500 Coins Breakthrough" will be shown shattered into pieces in the game that follows, as shown in Figure 17(e), and an erasure effect will be executed to erase the "500 Coins Breakthrough" display during the next game. Although the above description has been given of a mode in which the lottery for the erasure mode is executed in the game following the game in which "Breakthrough XX coins" is displayed, and the operation of erasing the "Breakthrough XX coins" display in the erasure mode determined by the lottery is executed during the next game, the invention is not limited to this mode, and for example, the lottery for the erasure mode may be executed in the game in which "Breakthrough XX coins" is displayed, in which case the lottery for the erasure mode is executed based on the difference in the number of coins at the start or end of the "Breakthrough XX coins" display, and the operation of erasing the "Breakthrough XX coins" display in the erasure mode determined by the lottery is executed during the next game.

[0152] FIG. 18 is an elimination mode lottery table to be referred to when performing the elimination effect. Figure 18(a) shows elimination pattern lottery table A (+30 or less) to be referenced when the surplus (hereinafter simply referred to as "surplus") of the actual number of coins acquired (difference in number of coins) at the time when the execution trigger acquisition number (execution trigger acquisition difference number) is reached (the start of the game when the "xx coin breakthrough effect" is erased) relative to the execution trigger acquisition number (execution trigger acquisition difference number) is "+30 or less", Figure 18(b) shows elimination pattern lottery table B (+31 or more +99 or less) to be referenced when the "surplus" is "+31 or more +99 or less", and Figure 18(c) shows elimination pattern lottery table C (+100 or more) to be referenced when the "surplus" is "+100 or more".

[0153] For example, if the payout of a game during the preparation part increases the number of coins won to +512 and the message "500 Coins Exceeded" is displayed, the "excess" required to bring the number of coins won to 500 from 512 is "+12 coins", so a lottery is carried out by referring to the elimination pattern lottery table A (Figure 18(a)), and the "500 Coins Exceeded" message is erased in the elimination pattern determined by the lottery. Furthermore, if the number of coins won reaches 500 during the pseudo bonus and the game moves to the preparation part after the pseudo bonus ends, the "500 coins exceeded" display will be displayed in the first game, and if the number of coins won in the next game is 602, the "surplus" of the number of coins won: 602 coins over 500 coins is "+102 coins", so a lottery is carried out by referring to the elimination mode lottery table B (Figure 18(c)), and the "500 coins exceeded" display will be erased in the elimination mode determined by the lottery.

[0154] As shown in FIG. 18, each erasure mode is determined based on a set value. For example, if the "excess" is +30 or less, at setting 1 only "crack" will be selected (determined), but at setting 6, there is a 242 / 256 chance of a "crack", a 7 / 256 chance of a "vertical crack", a 4 / 256 chance of a "horizontal crack", a 2 / 256 chance of an "X-crack", and a 1 / 256 chance of a "shatter". Also, if the "excess" is between +31 and +99, then with setting 1 only "crack" will be selected (determined), but with setting 6 there is a 228 / 256 chance of a "crack", a 14 / 256 chance of a "vertical crack", an 8 / 256 chance of a "horizontal crack", a 4 / 256 chance of an "X-crack", and a 2 / 256 chance of a "shatter". Also, if the "excess" is +100 or more, at setting 1 only "crack" will be selected (determined) as the removal pattern, but at setting 6, there is a 200 / 256 chance of a "crack", a 28 / 256 chance of a "vertical crack", a 16 / 256 chance of a "horizontal crack", an 8 / 256 chance of an "X-crack", and a 4 / 256 chance of a "shatter".

[0155] In other words, the determination means can determine the change mode (erasure mode) of the ``Breaking through XX coins'' (specific information) displayed on the display 8 based on specified information regarding the game, and on the display 8, the ``Breaking through XX coins'' (specific information) being displayed is changed (erased) based on the change mode (erasure mode) determined by the ``determination means.'' The "predetermined information regarding the game" includes the setting value set by the probability setting device 16 (setting means) and the counting result by the counting means (information regarding the number of coins won). The "predetermined information regarding the game" may also include the number of times a specific small winning combination has been won. It is also possible not to refer to the table for some of the "surplus", such as by setting the applicable range of the "surplus" in the elimination mode lottery table B (FIG. 18(b)) to +31 or more and 50 or less. In other words, in this case, if the "surplus" is between +31 and 99, the elimination effect will not be executed. This adds variation to the timing of the erasure effect, and provides a special game mode for players who prioritize the effect, such as playing so that the "surplus" does not exceed +50 coins.

[0156] The erasing effect varies depending on the setting value, and the larger the "surplus," the more the erasing effect is executed in an erasing mode that suggests the setting, so the "xx-piece breakthrough effect" can increase interest. For example, "Shatter" can only be performed with settings 5 ​​or 6, so if the "Shatter" clearing effect occurs frequently, it is likely that settings 5 ​​or 6 are set. In addition, the frequency of the "shatter" clearing effect has the relationship that the "excess" is +30 or less < +31 or more +99 or less < +100 or more, so the larger the "excess" is, the more likely it is that setting 5 or 6 is set.

[0157] It should be noted that instead of changing the elimination mode lottery table according to the "surplus amount," the table to be referenced may be changed according to the winning combination in the next game of the "xx-piece breakthrough effect." For example, the table in Figure 18(a) is referenced when a miss or a small role other than a rare role is won, the table in Figure 18(b) is referenced when a weak rare role is won, and the table in Figure 18(c) is referenced when a strong rare role is won. Also, the table to be referenced may be changed depending on the number of coins acquired. For example, the table in Figure 18(a) may be referenced when the number of coins acquired reaches (surpasses) 2,000, the table in Figure 18(b) may be referenced when the number of coins acquired reaches (surpasses) 2,001 or more and 4,500 or less, and the table in Figure 18(c) may be referenced when the number of coins acquired reaches (surpasses) 5,000. Also, the table to be referenced may be changed depending on the combination of the surplus, the winning combination, and the number of coins acquired.

[0158] The "elimination effect" is intended to be executed whenever the next game after the "XX coin breakthrough effect" ends is the preparation part (if the "XX coin breakthrough effect" is executed in the final game of the preparation part, the "elimination effect" will not be executed), but the "elimination effect" may be executed only when a specific condition is met, such as a predetermined minor role (such as a push order bell) or push order navigation being executed. In this case, if the specific condition is not met within a predetermined period (such as three games or the end of the preparation part), and the specific condition is met after the predetermined period has elapsed, the erasure effect may be executed in a predetermined erasure mode (for example, a "crack"). In other words, while the display device 8 (display means) is displaying "Breaking through XX coins" (specific information), if a specific condition such as winning the push order bell is met, the display device 8 (display means) can change (erase) the specific information based on the change mode (erase mode) determined by the determination means, and while the display device 8 (specific information) is displaying "Breaking through XX coins" (specific information), if a special condition is met (three games have passed) before a specific condition is met (before the push order bell is won), the display device 8 (display means) can change (erase) the specific information based on a predetermined change mode (erase mode).

[0159] The image of the 500-coin breakthrough effect and the erasure effect will be explained with reference to FIG. FIG. 19(a) shows the display screen of the display device 8 when the "500 coin breakthrough effect" is executed based on the fact that the number of coins won reaches 500 in the fifth game of the preparation part. FIG. 19(b) shows how the push order bell role A was won in the sixth game of the preparation part, and the push order navigation for the push order bell role A was executed. FIG. 19(c) is a diagram showing the state after FIG. 19(b) in the sixth game of the preparation part. Specifically, this is a diagram showing the situation after the push order bell role A has won, and shows that the display area for "Over 500 coins" is split vertically based on the fact that b (vertical split) was won in the elimination pattern lottery performed in the sixth game of the preparation part. FIG. 19(d) is a diagram showing the state after FIG. 19(c) in the sixth game of the preparation part. Specifically, the display area for "500 coins exceeded" is split vertically and then erased, resulting in only the background image (the main character and the tree) being displayed. The background image during the preparation part may be the same as or different from the background image during normal gameplay.

[0160] The above-mentioned "500 coins breakthrough effect" is an example of the "xx coins breakthrough effect", and when the number of coins won reaches 1000, "1000 coins breakthrough" is displayed, and when the number of coins won reaches 1500, "1500 coins breakthrough" is displayed, and so on. In this way, the "xx number breakthrough effect" is executed every time the "surplus" reaches a multiple of +500 coins. The erasing modes are not limited to those described above. For example, erasing after an explosion, erasing without displaying vertical cracks, or erasing after maintaining the display of "xx coins exceeded" until the game following the winning game or several games later are also included in the erasing modes. Furthermore, the erasure mode is an example of a change mode, and other change modes can also be applied. For example, the effect may be such that the "X number of coins exceeded" display changes in a predetermined manner.

[0161] Figure 20(a) is a diagram showing the navigation mode (navigation performance) when the push order bell role A3 or B3 is won in the game during the preparation part, and Figure 20(b) is a diagram showing the navigation mode (navigation performance) when the push order bell role A5 or B5 is won. The payout for the push order bell roles A3 and A5 when they win is 9 coins, and the payout for the push order bell roles B3 and B5 when they win is 15 coins (Figure 10), but as shown in Figure 20, both of these perform the navigation performance in a similar manner (similar background and push order navigation). In other words, both navigation effects perform push order navigation in the same or nearly the same (similar) manner, using the same background image and the correct push order size, shape, position, color, etc. This makes it difficult to tell from the navigation performance whether you have won push order bell role A or push order bell role B.

[0162] (Race part) The race part is a non-AT game state that lasts for 11G. In the race part, if the AT continues due to a bonus or the like, it will transition to the preparation part after the end of 11G (arrow e in Figure 11), if a pseudo-bonus is awarded due to a bonus or the like, it will transition to the pseudo-bonus after the end of 11G (arrow f in Figure 11), and if no bonus is awarded, such as if the AT does not continue, it will transition to the normal game state after the end of 11G (arrow g in Figure 11). In this way, in the race part, there is a possibility that advantageous benefits will be awarded to the player. In the race part, the friendly character (protagonist) and enemy character race, and a performance is performed showing the results of the race. If the AT continues, an effect is executed in which the race is won, and if the AT does not continue, an effect is executed in which the race is lost as a result of the race.

[0163] FIG. 21 is a diagram showing the effects in the race part. FIG. 21(a) is a screen of the start game (first game) of the race part. This figure shows the state before the start of the race part game (first game) where the main character (ally character) and enemy character start the race. 21(b) to 21(c) are diagrams showing screen transitions when an ally character wins the race (AT continues). Specifically, in games 2 to 9, the main character and enemy character are shown racing (not shown), and in game 10 (the game immediately before the end of the race part), it is displayed that the main character has won the race, meaning that the AT is continuing, and in game 11 (the final game), a start screen is displayed indicating that the next game state, the preparation part, is about to begin. 21(d) to 21(e) are diagrams showing screen transitions when an ally character loses the race (AT not continuing). Specifically, in games 2 to 9, a scene of the main character and the enemy character racing is displayed (not shown), and in the 10th game (the game immediately before the end of the race part), it is displayed that the main character has lost the race, i.e., the AT is not continuing, and in the 11th game (the final game), it is displayed that the race part has ended and a result screen showing the game results (for example, the number of sets and the number of coins won). Note that it is also possible to display (notify) that the AT has ended, rather than that the race part has ended.

[0164] In the race part, when a rare symbol is won, a prize lottery is held, and if the symbol is won (a "hit"), a "prize" is awarded. The "benefit" refers to the granting of a "preparation part (AT continuation)" when AT continuation has not been confirmed (when the transition to the preparation part or pseudo bonus has not been confirmed after the end of the race part), and to the granting of a "pseudo bonus" when AT continuation has been confirmed (when the transition to the preparation part or pseudo bonus has been confirmed after the end of the race part). In addition, if the continuation of the AT is confirmed and the bonus lottery is won multiple times, a "pseudo bonus" will be awarded each time, but the number of "pseudo bonuses" awarded may be limited (such as a maximum of 1 or less, or 3 or less, etc.).

[0165] FIG. 22 is a bonus lottery table that is referred to when the bonus lottery is executed. Figure 22(a) is the bonus lottery table A (weak rare role) that is referred to when a weak rare role is won, and Figure 22(b) is the bonus lottery table B (strong rare role) that is referred to when a strong rare role is won. As shown in these figures, it is easier to win a special prize when a strong rare role is won than when a weak rare role is won, and it is easier to win a special prize when the setting is high than when it is low. In addition, since the 11th game (final game) is part of the race part, the bonus lottery is carried out by referring to the bonus lottery table. For example, Figure 21(e) is the result screen displayed in the final game of the race part (in this embodiment, the screen displayed when the AT does not continue). If the player wins the bonus lottery in the final game, after the result screen is displayed, a predetermined continuation notification will be made and the AT (preparation part) will continue.

[0166] During the race part, a character appearance effect is executed, causing a character to appear on the result screen according to the set value. In the character appearance performance, the character to appear is decided by lottery (character appearance lottery). The character appearance lottery is performed during the result game of the race part, but may also be performed during the preparation part. FIG. 23 is a character appearance table (results) that is referenced when drawing a character appearance lottery. As shown in the figure, characters A to E each suggest a different setting. For example, an odd number suggestion is performed by making character B appear, and an even number suggestion is performed by making character C appear. In addition to character display, sound and lamp display can also be performed. That is, the sub-control unit 20, as a first determination means, determines a character (specific information) to be output in the result (first situation) from among a plurality of characters (specific information) including character E (first specific information) based on the setting value set by the probability setting device 16 (setting means), and the output means (display 8, speaker 9, lamp 11, etc.) outputs the specific information determined by the first determination means in the result (first situation). As shown in the same figure and Figures 13 and 14, the characters displayed on the result screen are the same as the characters displayed during normal gameplay, but differ from normal gameplay in that the settings are suggested by the characters displayed. "Identical" means that the size, shape, position, color, etc. of the character are the same or nearly the same (similar).

[0167] For example, character E is a character that suggests (informs) the highest setting, but character E is a character that frequently appears during normal gameplay (a character that appears regardless of the setting during normal gameplay), so even if character E appears, it can be difficult for nearby customers to recognize that the setting is the highest. In other words, the first determination means related to the result can determine character E (first specific information) with a higher probability when the second setting value (e.g., setting 6) is set by the setting means than when the first setting value (e.g., setting 1) is set by the setting means, and the second determination means related to the normal game state can determine character E (first special information) with the same probability when the first setting value is set by the setting means and when the second setting value is set (see Figure 13(a) and Figure 23). The first determination means relating to the result does not determine character E (first specific information) when a first setting value (e.g., setting 1) is set by the setting means, and the second determination means relating to the normal game state can determine character E (first special information) when a first setting value is set by the setting means. In other words, if character E is treated as a character exclusively for suggesting settings (as a character that appears only in the results), the moment character E appears, nearby customers will easily recognize that the setting is the highest, but in the present invention, character E appears frequently during normal gameplay, so it is difficult to recognize that the setting is the highest simply because character E appears.

[0168] In addition, a character that is unlikely to appear during normal gameplay (for example, character A) may be treated as a character that indicates a high setting. Furthermore, a character that does not appear during normal gameplay may be made to appear as a character that does not suggest a setting, or as a character that suggests a setting. Furthermore, the characters that appear during normal gameplay and the characters that appear in the results screen may be the same, or they may be in a form that makes it difficult to distinguish them from one another. In other words, it is sufficient for both characters to be the same or nearly the same (similar), for example, with differences in size, shape, position, color, etc. That is, the character E (first specific information) displayed at the time of the result display may be at least partially the same information as the character E (first special information) displayed during the normal game state. Also, the character may be displayed only when the operation means (such as a performance button) is operated at the time of the result. Additionally, characters may be displayed on the sub-screen or lower panel display.

[0169] FIG. 24(a) is a result screen, and FIG. 24(b) is a screen that is displayed when a MAX bet operation is performed after the result game. That is, character A and the background image (FIG. 24(a)) are displayed on the result screen, and then the background image changes to the background image during normal game play (FIG. 14(a)) depending on the subsequent bet operation. In other words, by making the background image of the results of the race part the same as the background image of the normal game state (including the above-mentioned "aspects in which non-identity is difficult to recognize"), when a character appears, it is difficult for surrounding players to tell from the background image whether or not it is "suggesting a setting."

[0170] (pseudo bonus) The pseudo bonus is an AT that lasts for 21G. Since this AT is a full navigation, it is the game state in which you can get the most balls. Therefore, the pseudo bonus is a gaming state that is advantageous to the player. The pseudo bonus moves to the preparation part after completing 21G (arrow c in Figure 11). There are four types of pseudo-bonuses in relation to the point lottery described below: "low probability," "high probability," "ultra high probability," and "certain." Each state is controlled based on the result of a state transition lottery that is executed based on the winning of a predetermined role.

[0171] FIG. 25 is a table that is referenced when the state transition lottery is executed. Figure 25(a) is state transition lottery table A (replay role, 1-coin role) to be referred to when a replay role or 1-coin role is won, Figure 25(b) is state transition lottery table B (weak rare role) to be referred to when a weak rare role is won, and Figure 25(c) is state transition lottery table C (strong rare role) to be referred to when a strong rare role is won. The state transition lottery determines the destination state based on the state you are currently in. Specifically, when the current state of stay is low probability, if state transition lottery A (replay role, 1-piece role) is executed, there is a possibility that the destination state will be low probability or high probability (Figure 25(a)), if state transition lottery B (weak rare role) is executed, there is a possibility that the destination state will be high probability or ultra high probability (Figure 25(b)), and if state transition lottery C (strong rare role) is executed, there is a possibility that the destination state will be high probability or ultra high probability (Figure 25(c)). Similarly, if the current state of stay is high probability, there is a possibility that the transition state will be low probability or high probability, and if the current state of stay is very high probability, there is a possibility that the transition state will be low probability, high probability, or very high probability (Figure 25). For example, in the starting game (the first game of the pseudo bonus), a state transition lottery is executed based on whether a replay role or a 1-piece role is won, and as a result, if a high probability role is won, the next game will transition to a high probability state, but if a low probability role is won, the current low probability state will be maintained in the next game.

[0172] The starting game is controlled to a "low probability" state. Therefore, if the state transition lottery does not result in a win to a state more advantageous than the current state (for example, high probability or ultra-high probability), the game will continue to remain in the current state. The high probability and ultra-high probability states end in 1G, and if the state transition lottery is not executed, the state transition state will transition to low probability (even if the low probability state is won when the state transition lottery is executed, the state transition state will transition to low probability). The confirmation continues until the player wins the point lottery described below and receives points, or until the pseudo bonus ends, and if points are added, control is executed to transition to low probability. The stay periods for high probability, ultra-high probability, and confirmed status described above are merely examples, and other stay periods may also be applied. If you win the push order bell role B, you can also perform a special effect (for example, displaying the push order navigation in a larger size). This allows the player to be notified that he has won the combination with the maximum payout amount, giving him a sense of elation.

[0173] The point lottery is executed by referring to the point lottery table shown in FIG. Figure 26(a) is point lottery table A (bell B) to be referenced when the push order bell role B is won, and Figure 26(b) is point lottery table B (strong rare role) to be referenced when the strong rare role is won. The points awarded through the point lottery in the pseudo bonus are accumulated and used in the AT continuation lottery that is executed in the preparation part that is controlled after the pseudo bonus ends.

[0174] A pseudo bonus can suggest a state of stay. For example, the state in which the user is currently staying may be suggested by displaying a background image in a corresponding state, or by changing (transitioning) the background image each time the state changes. Also, instead of changing the background image, a corresponding band image may be displayed to indicate that the user is staying. For example, by displaying band images such as high probability: green band, very high probability: red band, and confirmed: gold band, the state of stay can be indicated by the color of the displayed band image.

[0175] In the final game of the pseudo bonus, the state transition lottery may not be executed. This is because the state transition lottery determines the state to which the player will transition in the next game, and the pseudo bonus ends in the final game (that is, there is no next game). Also, a state transition lottery may be executed in the final game, and in this case, the lottery result (transition destination state) may be carried over to the next pseudo bonus.

[0176] In the points lottery, there is a chance to win 100 or 200 points. The points awarded through the point lottery are added to the points managed in the preparation part. Therefore, if 100 points are awarded, one AT continuation is confirmed, and if 200 points are awarded, two AT continuations are confirmed. In the 1st to 20th games of the pseudo bonus, if points are awarded through a lottery based on winning a strong rare role, a normal navigation effect will be performed, and if points are awarded through a lottery based on winning push order bell role B, a different navigation effect will be performed. "Normal navigation effects" refers to, for example, displaying the correct button press order in a normal size, or displaying the background image as a normal background image. "Unusual navigation effects" means, for example, displaying the correct button press sequence in a larger than normal size (extra large display), or displaying the background image in a different manner than normal background images (different color, different character design, extra large size, etc.). For example, if points are awarded through a lottery based on winning a strong rare role, the awarding of points may be indicated 100% by displaying a "V" or the like, and if points are awarded through a lottery based on winning the push order bell role B, there is a 50% chance that a huge image (character image) will be displayed in a different format than usual at the same time as the navigation. In this way, when the push order bell role B with the maximum payout number is won, a navigation effect different from the usual one is executed to notify the player that the maximum payout number has been awarded, giving the player a sense of elation. In addition, since the start screen of the preparation part is displayed during the 21st game of the pseudo bonus, it looks like a preparation part, so even if points are awarded, no notification is given, but there may be cases where a notification is given. The benefit given by the pseudo bonus may be a set stock for the preparation part or pseudo bonus instead of or in addition to points.

[0177] FIG. 27 shows the navigation mode when the push order bell is won in the pseudo bonus. Figure 27(a) shows the navigation mode when the push order bell role A5 is won, Figure 27(b) shows the navigation mode when the push order bell role B5 is won, and Figure 27(c) shows the navigation mode when the push order bell role B6 is won. When the push order bell roles B5 and B6, which have the highest payout number, are won, a huge push order navigation image is displayed (Figures 27(b) and (c)), and when the push order bell role A, which has a payout number less than the push order bell roles B5 and B6, is won, the normal push order navigation is executed. In addition, the winning sound and payout sound may be different between push order A and push order bell B only during pseudo bonus. In addition, when an image or sound is output to indicate that the push order is incorrect, it is possible to execute control such as outputting a larger image or sound or extending the output period for push order bell role B than for push order bell role A, thereby emphasizing the "sense of superiority" when push order bell role B is selected, or emphasizing the "sense of disappointment" when push order bell role A is selected. In addition, when push order bell role A is displayed, an image may be displayed together with the push order navigation, but it is preferable that this image be smaller than the image for push order bell role B. In addition, the size of the push order navigation itself may be related to the number of coins paid out. For example, the size of the navigation image should be set so that push order bell role A < push order bell role B. Also, when changing the size of the push order navigation itself, it is not necessary to display the character image. Instead of controlling the size of the button press navigation, a huge image (character image) may be displayed on the background image.

[0178] FIG. 28 is a diagram showing the relationship between game states and screens, etc. As shown in the figure, in the medal-less gaming machine 1 of this embodiment, the start screen will be set to AT or non-AT depending on the game state before the start of the preparation part. Specifically, as shown in Figures 28(a) and (b), at the end of the game in the game state before the start of the preparation part (pseudo bonus (AT) or race part (non-AT)), the start screen of the preparation part, which is the next game state, is displayed. In particular, when transitioning from the pseudo bonus to the preparation part, there is no crossover into a non-AT state, providing seamless gameplay. Characters will be displayed on the results screen of the race part (the character appearance effect mentioned above).

[0179] (others) It has been mentioned that the characters in the character appearance effects in the normal game state and the race part are the same or similar, and that the character appearance probabilities are not limited to those shown in Figures 13 and 23, but for example, in the results, the appearance probability of a character with a high appearance probability, such as character E, may be lowered, or the appearance probability of a character with a low appearance probability, such as character A, may be increased. Also, in the normal game state, the appearance probabilities of the two characters may be made different, such as by making the appearance probability of character A higher than the appearance probability of character E, or by making the appearance probability of character E higher than the appearance probability of character A. In other words, the multiple characters as specific information include character A (second specific information) that can be determined by the first determination means related to the result when one of a first setting value (e.g., setting 1) and a second setting value (e.g., setting 6) is set by the setting means, and the multiple characters as special information include character A (second special information) that has at least a portion of the same information as character A (second specific information), and when the second setting value is set by the setting means, the first determination means can determine character A (second specific information) with a higher probability than character E (first specific information), and when the second setting value is set by the setting means, the second determination means may determine character E (first special information) with a different probability than character A (second special information). This eliminates the special feeling of character E and reduces the sense of certainty that a high setting is guaranteed when character E appears.

[0180] "Characters that appear during normal gameplay" can also include "characters (not shown) that appear in specific effects that occur during normal gameplay (such as consecutive effects or effects that indicate development into consecutive effects)." In other words, in this case, the "character appearing in the specific effects that occur during normal gameplay" and the "character on the result screen" may be "the same."

[0181] Depending on the manner of the erasure presentation, other information such as points or the difference to the advantageous zone limit may be suggested. In some or all of the above-mentioned game states, some may be set to AT or all to Navi. In the preparation part and pseudo bonus, the number of games managed AT is controlled, but either one or both of them may be a managed AT based on any of the following information: the number of coins won (including surplus coins), the number of coins paid out, or the number of times a specific small prize is won. Similarly, when the race part is an AT, it may be a managed AT based on any of the following information: the number of games played, the number of coins won, the number of coins paid out, or the number of times a specific small win has been won. If the race part is set to AT (all navigation), when the push order bell is won, a lottery for non-execution of navigation (1 / 200 chance of winning) may be held, and if the lottery is won, a bonus may be awarded. During the preparation part, when the points are confirmed to be added, the game may be in a non-AT state until the order in which the push order bells are pressed is correct.

[0182] As explained above, the present invention comprises a counting means capable of counting information (number of coins won) relating to the number of game values ​​in a specific game state (preparation part, race part, pseudo bonus) that is advantageous to the player, a display means capable of displaying specific information (exceeding XX coins) when the counting result by the counting means reaches a specific result, and a determination means capable of determining the change mode (for example, the erasure mode) of the specific information displayed on the display means, wherein the determination means is capable of determining the change mode of the specific information displayed on the display means based on predetermined information relating to the game (information on the set value, number of coins won, specific small winnings), and the display means is capable of changing (erasing) the specific information being displayed based on the change mode determined by the determination means.

[0183] This allows the information displayed when a predetermined number of game values ​​are acquired to change in a manner that suggests information about the game, thereby increasing interest.

[0184] In response to this, for example, a patent document (JP 2020-58445 A) discloses a gaming machine that gives players a sense of accomplishment and superiority by displaying a message when a predetermined number of gaming values ​​have been acquired. However, this gaming machine simply displays information about winnings, and does not sufficiently enhance the gameplay.

[0185] Furthermore, in the present invention, there are provided a setting means (probability setting device 16) capable of setting one of a plurality of setting values ​​including a first setting value (for example, setting 1) and a second setting value (for example, setting 6) that allows the game to proceed more advantageously than the first setting value, a first determination means (character appearance lottery) capable of determining specific information (characters) to be output in a first situation (results, etc.) from a plurality of specific information (characters) including first specific information (for example, character E) based on the setting value set by the setting means, and a first determination means (character appearance lottery) capable of determining specific information (characters) to be output in a first situation (results, etc.) from a plurality of specific information (characters) including first specific information (for example, character E). The game device is provided with a second determination means (character appearance lottery) capable of determining, from among a number of special information (characters), a special information (character) to be output in a second situation (normal game state, etc.) different from the first situation, and an output means capable of outputting the specific information (character) determined by the first determination means in the first situation (results, etc.) and outputting the special information (character) determined by the second determination means in the second situation (normal game state), wherein the first specific information (character E) is at least partially identical to the first special information (character E). In other words, by executing effects that are common to setting suggestion effects in other situations besides setting suggestion effects, it becomes difficult to tell whether a setting suggestion effect has actually been executed, and therefore it is possible to prevent it from becoming an object of attention.

[0186] Furthermore, the first determination means (character appearance lottery in results, etc.) can determine the first specific information (character E) with a higher probability when the second setting value (e.g., setting 6) is set by the setting means than when the first setting value (e.g., setting 1) is set, and the second determination means (character appearance lottery in normal game play state) can determine the first special information (character E) with the same probability when the first setting value (e.g., setting 1) is set by the setting means and when the second setting value (e.g., setting 6) is set. In other words, by making the appearance rate of setting suggestion effects that suggest a high setting higher than that of setting suggestion effects that do not suggest a setting during normal game play, it becomes even more difficult to tell whether or not a setting suggestion effect has actually been executed.

[0187] In response to this, for example, a patent document (JP 2020-58445 A) discloses a gaming machine that suggests a setting value by executing a setting suggestion effect. With such gaming machines, if a high setting has been set by the administrator, the player will be able to sense this, and the gaming machine will execute a setting suggestion display that suggests a high setting, giving the player the impression that the gaming parlor uses high settings. In other words, the manager can appeal to players that the gaming parlor is a good parlor that is willing to return winnings to players. However, in the above gaming machines, the image displayed as the setting suggestion effect is an image that only appears in the setting suggestion effect on that gaming machine, so if that image is displayed on the gaming machine that you are playing, there is a high possibility that nearby customers will easily notice that the machine is set to a high setting. Furthermore, if nearby customers notice that the gaming machine the player is playing on is set to a high setting, the player will be constantly watched by customers to see if the machine is empty, which could lead to the player being worried about what others think and being unable to concentrate on playing the game. The medal-less gaming machine 1 of this embodiment can solve all or part of the problems that need to be improved in conventional gaming machines.

[0188] The above describes a preferred embodiment of the gaming machine of the present invention, but it goes without saying that the gaming machine of the present invention is not limited to the above-mentioned embodiment, and various modifications can be made within the scope of the present invention. For example, in the above embodiment, the AT state was described as being controlled by a game number management type AT, but this is not limited to this, and it may be managed by at least one of, for example, the difference in number of coins, the number of times push order navigation occurs, the number of times small prizes are won, the number of medals won, the number of medals paid out, etc. In addition, the objects to be managed may be different in the normal AT state and the higher AT state.

[0189] Furthermore, in the above embodiment, the case of an AT machine has been described, but the present invention may also be applied to machines other than AT machines (for example, RT machines, ART machines). Furthermore, in the basic embodiment, the case where the game number subtraction method is applied during the AT has been described, and in other embodiments, the case where the game number addition method is applied during the AT has been described, but the game number addition method may be applied in the basic embodiment, and the game number subtraction method may be applied in other embodiments.

[0190] Furthermore, in the above-described embodiment, it is assumed that the normal game state is controlled to a normal zone or an advantageous zone, and the AT state is controlled to an advantageous zone, but this is not limited to this, and each game state may be controlled to either or both of the normal zone and the advantageous zone.

[0191] In the above-described embodiment, the tables referenced in the various processes are merely examples and are not limited to the above-described tables. Furthermore, the winning probabilities related to the various tables are not limited to the values ​​described above and can be changed as appropriate. In addition, in various tables, there are some in which the winning probability is the same for all setting values, and some in which the winning probability differs for each setting value, but this is not limited to this, and the winning probability may be the same for all setting values ​​in all tables, or may be different. Also, the winning probability or the reference table may be different for only some setting values ​​(only even setting, only odd setting, only high setting). Furthermore, in the above-described embodiments, when expressions such as "one is more likely than the other" or "one is less likely than the other" are used, the probability of one is deemed to include 0% and the probability of the other is deemed to include 100%. Furthermore, in the above-described embodiment, the numerical values ​​defined for control are merely examples, and may be numerical values ​​with a range (2 or more) or numerical values ​​without a range (1).

[0192] In addition, a vibration means may be provided on the front door 1a to vibrate the front door 1a by activating a motor, speaker, etc., so that when a relatively highly anticipated performance is performed, the vibration means may be activated to increase the player's sense of anticipation. In addition, a ventilation means may be provided on the front door 1a to blow air towards the player, and when a relatively highly anticipated effect is performed, the ventilation means may be activated to increase the player's sense of anticipation.

[0193] Furthermore, in the above-described embodiment, the main control unit 10 performed operations as various means such as game state control means, but the sub-control unit 20 may perform some or all of these operations, and the sub-control unit 20 may also operate as various means. Conversely, while the sub-controller 20 operates as a means for executing effects on the display 8, etc., the main controller 10 may perform some or all of these functions, and the main controller 10 may operate as various means.

[0194] In the above embodiment, the gaming machine is a slot machine, but the gaming machine is not limited to this and may be, for example, a pachinko machine, a ball slot machine, or other gaming machines. The gaming machine may also be a gaming machine (slot machine) that uses actual gaming media such as medals.

[0195] Furthermore, in the above-described embodiment, the reels 41 driven and controlled by a motor are used as the variable display means, but instead of or in addition to this, the display 8 such as a liquid crystal display can be used as a variable display means for identification information by displaying an image of a reel or the like with a changing pattern. [Explanation of symbols]

[0196] 1. Medalless gaming machines (gaming machines) 8 Display device (display means, output means) 81 History information display area (history display area) 10 Main control unit (determination means, first determination means, second determination means) 20 Sub-control unit (determination means, first determination means, second determination means)

Claims

1. A counting means capable of counting information regarding the number of game values ​​in a specific game state that is advantageous to the player, When the counting result by the counting means reaches a specific result, a display means capable of displaying specific information is provided. A determination means capable of determining the form of specific information displayed on the display means, A setting means that allows setting any of multiple setting values, including a first setting value and a second setting value that allows the game to proceed more favorably than the first setting value, Equipped with, The aforementioned determination means is Based on the aforementioned setting value, the form of the specific information displayed on the display means can be determined. It is possible to determine that the probability of displaying the specific information on the display means in a special manner is higher when the counting result reaches a second specific result that is greater than the first specific result, compared to when it reaches a first specific result. A gaming machine characterized by the following features.

2. A determination means capable of performing a determination regarding the control of the specific game state based on the result of a predetermined lottery performed each time the game is executed, A storage means for storing a history corresponding to the lottery result, Equipped with, The aforementioned display means is It has a history display area capable of displaying history information corresponding to the aforementioned history, The determination means is, A first determination means capable of performing a determination regarding the control of the specific game state based on the history corresponding to the history information displayed in the history display area, but not on the history for which the history information is not displayed in the history display area, A second determination means capable of performing a determination regarding the control of the specific game state based on the history corresponding to the history information displayed in the history display area and the history that is not subject to display of history information in the history display area, Equipped with The gaming machine described in feature 1.