Gaming machine
The gaming machine addresses the issue of players not understanding stock benefits by introducing state-based rights and ally character battles, enhancing engagement and interest through carry-over mechanisms.
Patent Information
- Application Number
- JP2024122477
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-29
- Publication Date
- 2026-02-10
AI Technical Summary
Players in gaming machines may not fully grasp the benefits of carrying over stocks due to varying consumption rates across different game states, leading to a potential decline in interest.
The gaming machine introduces a system with normal and special states, including general and return special states, where specific rights can be exercised or carried over, accompanied by ally character battles and stock lotteries to enhance player engagement.
This design increases player interest by providing a sense of security and anticipation through stock carry-over and surprise elements, stimulating continued play and enhancing game enjoyment.
Smart Images

Figure 2026020872000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, gaming machines have been proposed that allow common stocks (rights) acquired in a normal stage to be carried over to subsequent stages (game states) and consumed in other game states (see, for example, Patent Document 1 below). Such gaming machines can prevent a decline in interest in gaming due to the disappearance of stocks as the stage transitions. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-198898 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the gaming machine described above, the consumption of stocks differs depending on the game state, so there is a risk that players will not be able to grasp the benefits of carrying over stocks, and this point needs to be improved.
[0005] The present invention has been made in consideration of the above-mentioned conventional problems, and aims to provide a gaming machine that allows a player to understand the benefits of carrying over stock. [Means for solving the problem]
[0006] The gaming machine of the present invention is capable of generating a normal state in which the probability of winning a game is low and a special state in which the probability of winning a game is higher than the normal state. The normal state includes a general normal state in which the probability of transition to a special state is low and a special normal state in which the probability of transition to a special state is high. The special state includes a general special state that continues for a predetermined period of time and a return special state to which a transition is made when the general special state ends.
[0007] In this gaming machine, multiple types of specific rights may be granted that can be exercised in the special normal state and the special return state. In this gaming machine, a transition to the general special state is determined when a specific right is exercised in the special normal state or the special return state, or when a predetermined transition condition is met without a specific right being exercised. A type of specific right that is exercised in the special normal state or the special return state is eliminated, while a type of specific right that is not exercised is carried over to the next special normal state or the special return state.
[0008] In the gaming machine of the present invention, an effect is executed in which an ally character and an enemy character fight each other in both or either the special normal state and the return special state. In this effect, if a transition to the normal special state is decided, an ending in which the ally character wins is displayed, whereas if a transition to the normal special state is not decided, an ending in which the ally character loses is displayed.
[0009] In the general normal state and the general special state, a stock lottery for an ally character that appears in the effect is executed. If the stock lottery is won, a notification lottery is executed to determine whether or not to notify the player of the win, and when notification is determined, stock information indicating that the ally character has been stocked is displayed. On the other hand, if notification is not determined, the above-mentioned battle effect is executed without displaying the stock information, and after executing an effect in which the ally character is defeated, an effect in which the ally character is revived is executed.
[0010] In this way, when playing with the gaming machine of the present invention, a specific right common to both the special normal state and the return special state can be acquired. If multiple types of specific rights have been acquired, specific rights other than the type exercised when transitioning to the general special state can be carried over to the general special state. Therefore, the gaming machine of the present invention can provide a player with a sense of security that the specific rights common to both the special normal state and the return special state can be carried over, which is expected to increase the player's interest in the game.
[0011] In the gaming machine of the present invention, even if the game state transitions from the return special state to the general normal state without returning to the general special state, the special rights acquired can be carried over to the general normal state. In this gaming machine, the special rights acquired during the special state can be used in the special normal state after the transition to the general normal state, which can stimulate the player's desire to continue playing and is expected to increase the player's interest in the game.
[0012] Furthermore, in the gaming machine of the present invention, it is possible to stock ally characters that appear in the battle performance against enemy characters, so that the anticipation of a general special state can be increased as the number of ally characters stocked increases.Furthermore, in accordance with the gaming machine of the present invention, by deliberately not announcing that an ally character has been stocked, and instead executing a performance in which the ally character is revived after being defeated in a battle, it is possible to give the player a sense of surprise and increase interest. [Brief explanation of the drawings]
[0013] [Figure 1] FIG. 2 is a front view of the slot machine and the card unit. [Figure 2] A diagram of the patterns arranged around the outer periphery of the reels. [Figure 3] FIG. 2 is a block diagram showing the electrical configuration of the slot machine and the card unit. [Figure 4] FIG. 1 is an explanatory diagram showing slot machine winning combinations and winning symbols. [Figure 5] 10 is a diagram showing transitions of game states in a slot machine. [Figure 6]FIG. 10 is an explanatory diagram showing the distribution probability of the type of ally character when winning the lottery to acquire an ally character under normal conditions. [Figure 7] FIG. 10 is a front view illustrating a display screen for parts stock and ally character stock. [Figure 8] An explanatory diagram showing the probability of allocating target points through a target point lottery at the start of the CZ. [Figure 9] An explanatory diagram showing the number of points that can be earned in the point-earning lottery during the CZ. [Figure 10] An explanatory diagram showing the winning probability of a bonus lottery. [Figure 11] FIG. 10 is an explanatory diagram showing the selection probability of an enemy character for each target point number. [Figure 12] FIG. 10 is an explanatory diagram showing the distribution probability of the type of ally character when winning the lottery to acquire an ally character under a bonus state. [Figure 13] FIG. 10 is an explanatory diagram showing the number of life points of ally characters. DETAILED DESCRIPTION OF THE INVENTION
[0014] The embodiments of the present invention will be specifically described using the following examples. (Example) This example relates to a slot machine 1 in which specific rights such as parts stock acquired during a game can be carried over to a game state after transition. This will be described with reference to FIGS.
[0015] The slot machine 1 (Fig. 1) is a gaming machine that is played using points awarded from a separately installed card unit 3. The slot machine 1 is communicably connected to the card unit 3 via a dedicated interface. Below, we will explain (A) the configuration of the slot machine and the card unit, (B) the types of game states and transition processing, and (C) the playability of each game state.
[0016] (A) Configuration of the slot machine and card unit The external configuration of the slot machine 1 will be described with reference to FIG. 1. The front portion of the slot machine 1 is composed of a front frame 10 with a substantially rectangular symbol display window 11 located approximately in the center. In the front frame 10, an effect display unit 12 is provided above the symbol display window 11, and a base unit 100 is formed below the symbol display window 11. The effect display unit 12 can produce game effects by displaying images such as animated videos and photographs, including battle effects. A speaker for effects (not shown in FIG. 1) is housed on the back side of the front frame 10. A canopy-shaped protrusion 105 is provided at the top of the slot machine 1, and a decorative lamp 106 is provided in front of the protrusion 105.
[0017] The base unit 100 is formed to protrude opposite the symbol display window 11, which is positioned away from the player. The base unit 100 has a shelf-like operation surface 14 at its upper end adjacent to the symbol display window 11, and has an operation panel 13 adjacent to the lower side of the operation surface 14. The operation surface 14 is provided with a bet button 141 for placing a bet on a game (playing points), an effect button 143, etc., and is also provided with an information display unit 140. The operation panel 13 is provided with a start lever 131 (start switch) for starting the movement of symbols on the reels 21, and a stop button 133 for stopping the movement of symbols.
[0018] The information display unit 140 can display the cumulative number of game points, such as game points based on the scores received from the card unit 3 and game points based on the scores awarded in response to winning combinations. The number of game points displayed by the information display unit 140 is subtracted each time game points are bet on the game, and is added in response to winning combinations. In the slot machine 1, the game can be played until the number of game points falls below a specified number.
[0019] The information display unit 140 is made up of a touch panel type liquid crystal display, and various touch operations such as information display operations and counting operations are possible. A transparent sheet-like touch panel 140P (see FIG. 3) is laminated on the display screen of the information display unit 140 to enable touch operations. The information display unit 140 can switch between display screens of various game data, such as the number of jackpots and the number of special drawing draws, according to the information display operation by the player. By performing the counting operation, the game points stored as credits in the slot machine 1 can be transferred to the card unit 3.
[0020] The bet button 141 is an operation button for a bet operation to bet game points on a game. In response to the bet operation, a specified number of game points (3 points in this example) are bet from the game points stored in the slot machine 1, and the game can be started. The start lever 131 is an operation switch for a start operation to start the game. When a start operation is detected with the specified number of game points bet, the game starts. The effect button 143 is an operation button for starting various effects.
[0021] The symbol display window 11 is a display window in which three vertically long symbol display areas are arranged horizontally. Each symbol display area is a symbol display area for three symbols. The entire symbol display window 11 displays nine symbols arranged in a two-dimensional matrix of three rows and three columns.
[0022] Reels 21 are arranged behind the three symbol display areas. Reels 21L, 21C, and 21R are cylindrical rotating reels. As shown in FIG. 2, which shows the cylindrical outer periphery developed in a plane, 20 symbols 27 are arranged at approximately regular intervals on the outer periphery of reels 21L, 21C, and 21R. Reel 21, which is an example of symbol display means, variably displays multiple types of symbols. Note that instead of the rotating reel of this example, reel 21 may be an image-type reel that variably displays symbols on a liquid crystal display.
[0023] In the symbol display window 11, in which nine symbols 27 are arranged in three rows and three columns, there are set up prize lines, which are the direction in which the winning symbols that are eligible for winning are lined up. The prize lines are made up of five lines, consisting of the top, middle and bottom horizontal prize lines and the diagonal prize lines.
[0024] In the slot machine 1, stop buttons 133 are provided individually corresponding to each of the reels 21L, 21C, and 21R. There is a left stop button 133L corresponding to the left reel 21L, a center stop button 133C corresponding to the center reel 21C, and a right stop button 133R corresponding to the right reel 21R.
[0025] Next, the card unit 3 (FIG. 1) attached to the slot machine 1 is a gaming device installed separately from the slot machine 1. The card unit 3 is installed, for example, in the vertically long gap between the corresponding slot machine 1 and the adjacent slot machine 1. The card unit 3 performs score-related processing, such as the process of awarding points using an awarding function (lending function) and the process of issuing a gaming card 50C on which scores are recorded. The points are gaming value that becomes the right when betting gaming points on a game. The card unit 3 receives various types of gaming information from the corresponding slot machine 1 and outputs the various types of gaming information to an in-game management device (not shown) or the like.
[0026] On the front of the card unit 3, there are arranged a status indicator lamp 31 that displays the operating status of the device such as an error, a bill insertion slot 320, a touch-operable display unit 33, a loan button 34 for receiving points (loan) in exchange for withdrawing payment, a re-play button 35 for converting the counted points into game points, a return button 36 for requesting the return of the game card 50C, and a card insertion slot 370 for inserting the game card 50C.
[0027] Next, the electrical configuration of the slot machine 1 and the card unit 3 will be described with reference to Fig. 3. In addition to the components already mentioned, the main control unit 20, which controls the overall operation of the slot machine 1, is connected to a reel drive unit 211 which constitutes a symbol display means together with the reels 21, a reference position detection unit 213 which detects the rotation position of the reels 21, an effect control unit 25 which controls various effects, etc. Furthermore, an interface circuit (I / F) 200 which mediates communication with the card unit 3 is connected to the main control unit 20.
[0028] As shown in Fig. 3, the main control unit 20 has a CPU, ROM and RAM as memory means, an I / O unit as an input / output interface, a random number generation unit that generates random numbers, and a random number extraction unit that extracts random numbers for internal winning combination lottery. The CPU executes software programs read from the ROM to realize various functions described below.
[0029] The reel driving unit 211 includes a stepping motor (not shown) that can be controlled in steps, and drives the reel 21 to rotate by the rotational driving force of this stepping motor. The reference position detection unit 213 is a detection unit that detects the passage of the reference position piece for each of the reels 21L, 21C, and 21R, and outputs a detection signal.
[0030] The performance control unit 25 is connected to an audio output unit 260 that drives the speaker 26, a decorative lamp 106, a display control unit 120 that controls the performance display unit 12, and the like. The performance control unit 25, which is a performance control means, executes various performances using the speaker 26 and the decorative lamp 106, and also executes game performances by displaying performance videos, photos, images, and the like on the performance display unit 12. Sound, music, and the like are output from the speaker 26. The decorative lamp 106 executes performances using light.
[0031] The effect control unit 25, like the main control unit 20, is equipped with a CPU, ROM, RAM, etc. (not shown). The effect control unit 25 realizes various effects-related functions by having the CPU execute software programs read from the ROM. In particular, in the slot machine 1 of this example, effect videos such as battle effects are displayed on the effect display unit 12 under the control of the effect control unit 25, and a transition to a bonus state is notified depending on whether the battle effect is won or lost.
[0032] The main control unit 20 functions as various kinds of lottery means. The lottery means provided in the main control unit 20 include, for example, special state lottery means such as special normal lottery means and special return lottery means, advantageous zone transition lottery means, point acquisition lottery means, stock acquisition lottery means, target point number lottery means, character stock lottery means, enemy character lottery means, promotion lottery means, transition destination lottery means, etc. The lotteries executed by the main control unit 20 as lottery means include the following types of lottery.
[0033] (1) Advantageous Zone Transition Lottery: A lottery for transitioning from a non-advantageous zone to an advantageous zone. This is executed by an advantageous zone transition lottery means. An advantageous zone is a game zone in which a stop order notification, which is a notification of an advantageous stop operation pattern, may be executed. A non-advantageous zone is a game zone in which a stop order notification is not executed. The content of the stop order notification will be explained in detail later. (2) Bonus state transition lottery (bonus lottery): A lottery for transitioning to a bonus state, which is an example of a general special state. It is executed by a special state lottery means such as a special normal lottery means or a return special lottery means. Bonus lotteries include special normal lotteries by special normal lottery means and return special lotteries by return special lottery means. The general special state includes a regular bonus, which is the first special state, and a big bonus, which is the second special state. (3) CZ state transition lottery (CZ lottery): A lottery to transition to the CZ state, which is an example of a special normal state. The CZ state is a high-probability state in which the transition from the normal state increases the probability of transitioning to the bonus state. Hereinafter, the CZ state will be referred to as CZ. (4) Point acquisition lottery: A lottery to acquire points, held during the CZ. (5) Bonus allocation lottery: A lottery to allocate big bonuses and regular bonuses. This is held when transitioning from the normal state or CB state (return special state) to the bonus state. When comparing regular bonuses and big bonuses, big bonuses have a higher expected probability of acquiring points, which are the game value, and are therefore more advantageous to the player. The CB state is a game state that is entered when the bonus state ends, and it is determined whether or not to transition back to the bonus state. Hereinafter, the CB state will be referred to as CB. (6) Lottery for acquiring specific rights: A lottery for acquiring parts stock, which is an example of a specific right. This is executed by a stock acquisition lottery means. (7) Pre-established right acquisition lottery: A lottery to acquire winning stocks, which is an example of a pre-established right. This is executed by a stock acquisition lottery means. (8) Target point lottery: A lottery to determine the target number of points (an example of a predetermined standard) that will guarantee a bonus win. This is carried out at the start of the CZ. (9) Enemy character lottery: Enemy character selection lottery, performed at the start of CZ. (10) Character Stock Lottery: A stock lottery for acquiring ally character stock. The character stock lottery means executes this in the normal state (general normal state) and in the bonus state (an example of the general special state). (11) Promotion lottery (promotion lottery means): A lottery to determine whether the bonus state (an example of a special state) to which the player will transition after the CZ (special normal state) has expired will be a big bonus (second special state). The promotion lottery is executed during the period until the CZ expires when it is determined that the conditions for transitioning to the bonus state (special transition conditions described below) have been met during the CZ (special normal determination means described below). (12) Destination lottery (destination lottery means): A lottery to allocate between a regular bonus, which is an example of the first special state, and a big bonus, which is an example of the second special state. The destination lottery is executed when it is determined that the transition condition to the bonus state (the special transition condition described later) is met in the CZ (special normal determination means described later), and the promotion lottery has not determined that the destination will be a big bonus.
[0034] The main control unit 20 has the functions of the following means in addition to the function as a lottery means. (1) Specific right granting means (rights control means): A means capable of granting multiple types of part stocks (specific rights) to generate a bonus state, which is an example of a general special state. The specific right granting means can grant multiple types of part stocks when the specified right granting conditions described below are met in the normal state and the bonus state. Parts stocks are specific rights common to the CZ state, which is an example of a special normal state, and the CB state, which is an example of a return special state, and can be exercised in both the CZ and CB states. (2) Pre-determined right granting means: A means that can grant winning stocks (an example of pre-determined rights) in the normal state (general normal state) and the bonus state. Winning stocks are rights that determine the transition to the bonus state after the CZ and CB end. (3) General special state transition means: A means for transitioning to a bonus state after the end of CZ (special normal state) or CB (return special state). The general special state transition means transitions to a bonus state when a transition to a bonus state (general special state) is determined by a special normal lottery (special normal lottery means) or a return special lottery (return special lottery means). (4) Special normal state generating means: A means for generating a CZ (special normal state) for a predetermined number of games. In this example, the predetermined number of games is 15 games, and the number of continuous games of the CZ is fixed. (5) Storage means: A means capable of storing multiple types of part stocks (specific rights), victory stocks (predetermined rights), and ally character stocks. (6) Right Exercise Instrument: A means for exercising parts stock, which is an example of a specific right. The right exercise instrument exercises a specific right when the specified right exercise conditions are met in CZ and CB. (7) Memory update means (rights control means): A means for erasing the part stocks (specific rights) stored in the memory means that are used in the CZ (special normal state) or CB (return special state), while carrying over the part stocks that are not used until the next CZ or CB. In addition, the memory update means erases all stored part stocks when transitioning from an advantageous zone to a non-advantageous zone. (8) Character control means: A means for adding ally characters that appear in the effects in both the normal state (general normal state) and the bonus state (general special state), and for erasing all ally characters when the game is controlled from an advantageous zone to a non-advantageous zone (play zone control means). Note that instead of this example, ally characters may be added only in either the normal state or the bonus state. (9) Point calculation means: A means for calculating points for each game in the CZ according to the results of the lottery (internal lottery) by the internal lottery means. The point calculation means in this example performs a calculation to add up and accumulate points awarded according to the results of the internal lottery at any time, and obtains the number of points earned as the calculation result. (10) Special normal determination means (special state determination means): A means for determining transition to a bonus state (general special state) in a CZ. The special normal determination means determines transition to a bonus state when a predetermined transition condition (a special transition condition that is a transition condition to a special state) is met in a CZ, that is, when the number of acquired points calculated by the point calculation means reaches the target number of points (an example of a predetermined standard), and when parts stock, an example of a specific right, is exercised. (11) Special return determination means (special state determination means): A means for determining transition to a bonus state (general special state) in the CB. The special return determination means determines transition to the bonus state, for example, when a parts stock, which is an example of a specific right, is exercised in the CB. (12) Right exercise restriction means: A means for restricting the exercise of part stocks (specific rights). The right exercise restriction means restricts the exercise of part stocks when the difference between the number of points earned in the CZ and the target number of points is within a specified range. (13) Calculation means: A means for calculating various data related to the parts stock (specific rights) granted by the specific rights granting means. The various data calculated by the calculation means is displayed by the information display unit 140, which is an example of a display means.
[0035] Furthermore, the main control unit 20 also has the functions of the following means. (14) Game start permission means: A means for permitting the start of a game when a specified number of game points have been bet on the game. (15) Internal lottery means: means for executing an internal lottery to determine an internal winning combination from among a plurality of combinations upon start of a game. The internal lottery means sets an internal winning flag corresponding to the internal winning combination. (16) Flag control means: means for controlling an internal winning flag corresponding to an internal winning role. (17) Reel control means: means for controlling the rotation and stopping of the reel 21. (18) Winning determination means: means for determining whether or not the combination of symbols that has stopped on the winning line is a winning symbol. (19) Value awarding means: A means for awarding a predetermined number of points (game value) to a player when a pattern corresponding to an internal winning flag is displayed stopped on a winning line, i.e., when a pattern corresponding to an internal winning role is displayed stopped. (20) Game area control means: A means for controlling the game area to either an advantageous area where a stop order notification can be executed to notify the player of the stop order (stop operation mode) of the stop buttons 133 that is advantageous to the player, or a non-advantageous area where the stop order notification cannot be executed. (21) Advantageous Zone State Control Means: A control means for controlling the advantageous zone to one of the following states: bonus state (general special state), normal state (general normal state), CZ (special normal state), and CB (return special state). The bonus state is a game state in which the above-mentioned stop order notification is executed with a high probability. The general normal state is a game state in which the stop order notification is executed with a low probability. (22) Non-advantageous zone state control means: A control means capable of generating either a non-internal state or a BB internal state as a game state in a non-advantageous zone. The non-internal state is an internal state in which the internal winning flag of the BB role, which is a bonus role, is not established. The BB internal state (flag internal state) is an internal state in which the internal winning flag of the BB role is established.
[0036] The ROM of the main control unit 20 stores, in addition to the program, an internal win combination lottery table used to draw an internal win combination, and a reel control table used to control the stop of the reels 21. The reel control table is a data table that defines the possible stopping positions on the pay line.
[0037] The internal winning role lottery table is a data table that specifies the winning random numbers for each role among the random numbers for internal winning role lottery ranging from 0 to 65535. The number of winning random numbers for each role in the internal winning role lottery table differs depending on the setting value of the gaming machine (one of settings 1 to 6). With high settings such as setting 5 or setting 6, the probability of an internal win is higher, which is advantageous for the player.
[0038] The performance control unit 25 has a function as a notification lottery means for executing a notification lottery to determine whether or not to notify the player of the winning of the ally character stock lottery (character stock lottery). This notification lottery is a lottery to determine whether or not to display stock information indicating that the ally character has been stocked.
[0039] Various game effects are executed by the effect display unit 12 under the control of the effect control unit 25. In the configuration of this example, the effect display unit 12 realizes the functions as the following means. (1) Presentation means: A means for presenting gameplay by displaying presentation images such as animations, photographs, and images. In particular, the presentation means in this example can perform battle presentations in which an enemy character and an ally character battle, and a revival presentation of an ally character (described later). Battle presentations are performed in both the CZ and CB. However, it is also possible to perform battle presentations in only one of the CZ and CB. (2) Notification means: means for executing a stop order notification that notifies the player of the stop order (stop operation mode) of the stop buttons 133 that is advantageous to the player. (3) Character stock display means: means for displaying stock information indicating that an ally character has been stocked. The character stock display means displays the stock information when it is determined in the notification lottery that notification should be made, but does not display the stock information when it is not determined that notification should be made.
[0040] In the slot machine 1 of this example, as shown in Figure 4, the winning combinations are set to be a big bonus, a regular bonus, four types of replay combinations A to D, a 10-point combination, a 1-point combination, and a BB combination. The BB combination is a bonus combination that triggers a bonus game. The bonus game is an advantageous gaming state in which the internal probability of winning a small combination increases, but in the configuration of this example, the possibility of winning the BB combination, which is the original bonus combination, is almost zero.
[0041] On the other hand, the big bonus (second special state) and regular bonus (first special state), which are advantageous to the player, are so-called "pseudo bonuses" that do not improve the internal winning probability of small prizes, and are in reality AT states. In the configuration of this example, the "pseudo bonus" is the actual bonus state. In the following explanation, when referring to "pseudo bonuses" such as big bonuses and regular bonuses, the word "pseudo" is omitted and they are referred to as "bonus" or "bonus state" as appropriate.
[0042] The winning symbols for each role are set as shown in the "Symbol" column in Figure 4. Big bonus symbols and regular bonus symbols can only be displayed in the pseudo-game described below, which is a game for presentation purposes. The winning symbols for both the 10-point and 1-point roles are a row of bells. If the bells are lined up right or down right, a 10-point role is won, and if they are lined up horizontally in the top, middle, or bottom row, a 1-point role is won.
[0043] The slot machine 1 awards the corresponding points according to the winning of 10-point and 1-point combinations. A big bonus spanning 30 games is generated according to the winning of a big bonus, and a regular bonus spanning 15 games is generated according to the winning of a regular bonus. A specified number of game points is automatically bet according to the winning of replay combinations A to D, and the game becomes ready to start. Each combination becomes eligible for winning according to the winning of the internal winning combination lottery (internal win), and a win occurs when the corresponding winning symbol actually stops on the winning line.
[0044] In this example, a 10-point role and a 1-point role are simultaneous winning roles, and the 10-point role is the role to be notified (AT role) in the order in which the stop button 133 is stopped (stop operation mode, stop order). The 10-point role can be won on the condition that the stop button 133 is operated in the notified stop order. In addition, in the slot machine 1 of this example, replay roles A and B are rare minor roles. When a rare minor role is formed (internal win) in normal mode, a bonus lottery and a CZ lottery are executed.
[0045] Here, the details of the pseudo game, which is a game for presentation purposes, will be explained. In the slot machine 1, when the start lever 131 is operated after a specified number of game points have been bet, the reels 21 begin to spin and an internal winning combination is determined by an internal lottery. When the stop button 133 is operated, the reels 21 stop, and when a combination of symbols corresponding to the internal winning combination is displayed in the symbol display window 11, the combination wins. When a combination that involves the awarding of game points wins, the number of points corresponding to the winning combination is awarded. This series of operations constitutes the normal game of the slot machine 1.
[0046] The slot machine 1 of this example is provided with a pseudo game that differs from the normal game described above. Hereinafter, to distinguish between the normal game and the pseudo game, the normal game will be referred to as the main game, and the pseudo game will be referred to as the pseudo game. The pseudo game is executed before the main game. A single game executed by the slot machine 1 may include only the main game, or may include the pseudo game in addition to the main game. The number of games played on the slot machine 1 is the same as the number of games played in the main game.
[0047] Similar to the actual game, the pseudo game is a type of reel effect in which the reels 21 are rotated and stopped in a pseudo manner (pseudo stop) by operating the stop button 133, and a certain symbol combination is displayed in the symbol display window 11. In this pseudo game, the reels 21 can be stopped in the same manner as in the actual game, but unlike the actual game, no points are awarded depending on the result of the reels 21 stopping.
[0048] Unlike the actual game, in the pseudo game, the reels 21 do not come to a complete stop. In the pseudo game, the reels 21 only come to a pseudo-stop by, for example, continuing a slight vibration. The player can tell from this pseudo-stop of the reels 21 that it is a pseudo game and not an actual game. When the pseudo game ends, the reels 21 resume rotation and the actual game begins.
[0049] The pseudo game is a presentation game that is executed until the rotation speed of the reel 21 in the actual game reaches a certain level after the start lever 131 is operated. In the presentation pseudo game, the reel 21 comes to a pseudo stop when the stop button 133 is operated on the rotating reel 21, and any symbol combination can be displayed.
[0050] In this example, the slot machine 1 transitions to a bonus state (big bonus or regular bonus) from the game following the one in which the player is notified that he or she has won a bonus. As described above, the actual bonus state in this example is the AT state. A pseudo game is executed in the first game of the bonus state, and a pseudo stop is performed on the matching black 7 symbols, which are the winning symbols for the big bonus, or the matching white 7 symbols, which are the winning symbols for the regular bonus. The pseudo game ends in response to a start operation when the black 7 or white 7 symbols have stopped, and the game transitions to the main game. Note that the pseudo game does not have any restrictions on the pull-in control when stopping the rotation of the reels 21. Therefore, in the pseudo game, the black 7 or white 7 symbol can always be pulled in and displayed as a stopped symbol, regardless of the timing of the stop operation.
[0051] Next, the configuration of the card unit 3 will be described. The card unit 3 is configured around the control unit 30 (see FIG. 3). In addition to the above configuration, the control unit 30 is connected to a banknote processing unit 321, a touch panel 33P, a card stock unit 37S, a card R / W unit 37, an I / F unit 300 that enables communication with the relay device 501, and the like. The banknote processing unit 321 processes banknotes inserted through the banknote insertion slot 320. The touch panel 33P is a transparent panel that enables touch operation of the display unit 33. The card stock unit 37S is configured to store newly issued gaming cards 50C (see FIG. 1) and collected gaming cards 50C, up to a maximum of 10 cards. The card R / W unit 37 is a reader / writer that reads and writes recorded data on the gaming cards 50C.
[0052] The gaming cards 50C handled by the card unit 3 include general cards for general players and membership cards for member players. A general card is a gaming card issued when a general player finishes playing with a deposit balance or points. A membership card is a gaming card issued in response to membership registration at an amusement facility. With a membership card, for example, a points saving service can be used, in which points saved up to the previous day are deposited with the amusement facility. The points saved are stored in association with the card ID of the membership card by an in-flight management device (not shown).
[0053] To start playing with the slot machine 1 configured as described above, it is necessary to operate the card unit 3 to receive points (loan). To receive points, it is necessary to insert a bill into the card unit 3 or a gaming card 50C. When the card unit 3 receives a bill, it adds the amount of the bill to the deposit balance (up to 10,000 yen) and stores the amount.
[0054] On the other hand, when a gaming card 50C is inserted, the card unit 3 requests the in-game management device to verify the card information recorded on the gaming card 50C. The card information is structured differently for general cards and membership cards. For general cards, the card information recorded includes the remaining balance and points. For membership cards, the card information recorded includes the points, while the remaining balance and points are associated with the membership card and managed exclusively by the in-game management device.
[0055] If the verification result is OK, the card unit 3 displays information about the player's possessions, such as the remaining balance, the number of points held, and the number of saved points, on the display unit 33. The number of points held is the number of points that the player has already earned. The number of saved points is the number of points that the player has already earned the day before and deposited with the gaming facility. As mentioned above, the point saving service is a service for members. Therefore, the number of saved points is only associated with the member card.
[0056] The card unit 3 converts the player's deposit balance, points, etc. into points in response to a player's request, such as when the lending button 34 is operated, and transmits the converted points to the corresponding slot machine 1. For example, when the lending button 34 is operated, the points are converted into points (50 points) in increments of a fixed amount (e.g., 1,000 yen) and transmitted to the slot machine 1. The slot machine 1 then credits (stores) the received points as game points. For example, when the replay button 35 is operated, the points are converted into points in increments of 50 points and transmitted to the slot machine 1, enabling a replay (replay process). The awarded points are added to the game points and displayed as credits on the information display unit 140. The player can play using the game points equal to the credits.
[0057] The card unit 3 stores and displays the number of points owned, the number of game points, and the total number of points, which is the sum of the number of points owned and the game points. The number of points owned is the number of points that the player has already acquired. The game points are the number of points that are stored as credits by the slot machine 1.
[0058] In the slot machine 1, when the bet button 141 is operated (betting operation) while three or more game points (an example of a prescribed number) have been credited (stored), three points are bet and the start of the game (unit game) is permitted. If the start of the game is permitted, the start lever 131 can be validly operated (start operation) and the game can be started. Note that when a replay winning combination is detected, the main control unit 20 automatically bets game points on the next game without consuming the points credited as game points, even if a betting operation is not performed.
[0059] When the main control unit 20 detects a valid start operation, it acquires a random number for lottery of an internal winning role extracted by the random number extraction unit from among the random numbers (0 to 65535) generated by the random number generation unit. The main control unit 20 compares the random number for lottery of an internal winning role with the winning random numbers of each role defined in the internal winning role lottery table, and determines the internal winning role.
[0060] The result of the internal lottery in the main control unit 20 is transmitted to the performance control unit 25. Various performance controls corresponding to the result of the internal lottery are stored in the performance control unit 25. The performance control unit 25 selects and executes the performance control corresponding to the result of the internal lottery from the various stored performance controls.
[0061] When the main control unit 20 determines any role as the internal winning role, it switches the internal winning flag corresponding to that internal winning role to the ON state. The internal winning flags of roles other than the BB role are reset to the OFF state (zero) before the start of the next game, regardless of whether or not a prize was won in the game in which the internal winning flag was first established. Therefore, if roles other than the BB role do not win in the game in which they were internally won, all of them will be missed. On the other hand, the BB role flag, which is the internal winning flag for the BB role, is carried over to the next game in succession until a prize is won, and is reset (erased) in response to a prize. However, in the configuration of this example, as described above, the probability of the BB role winning is almost zero.
[0062] The BB role flag is erased in response to the winning of the BB role, and also when a predetermined initialization operation is executed (flag control means). The predetermined initialization operation is an operation for resetting the slot machine 1 to its initial state. As described above, in the slot machine 1 of this example, the probability of winning the BB role is almost zero, so in most cases the BB role flag is erased in response to the above-mentioned predetermined initialization operation.
[0063] Following the internal lottery, the main control unit 20 starts varying the symbols on the reels 21. The main control unit 20 inputs control pulses to a stepping motor constituting the reel drive unit 211, and rotates the stepping motor one step per pulse, thereby rotating the reels 21. The reels 21, which serve as symbol varying means, variably display a plurality of types of symbols, and also stop and display a symbol corresponding to an internal win flag in response to a stop operation (operation of the stop button 133) by the player.
[0064] The main control unit 20 counts the number of control pulses input to the reel drive unit 211, i.e., the number of steps the stepping motor has rotated. The number of steps is reset to zero each time a detection signal is received from the reference position piece of each reel 21, so it is the number of steps that have occurred since the most recent detection signal was generated.
[0065] The main control unit 20 executes so-called pull-in control, which stops symbols within a predetermined pull-in range defined by rules (rules regarding the certification and type inspection of gaming machines, etc.) on a winning line. In this example, a range equivalent to four symbols is set as this pull-in range. The main control unit 20 determines the stop position by sampling the number of steps when it detects a variable stop signal in response to the operation of the stop button 133. The stop position is determined by comparing the sampled number of steps with a reel control table (not shown) that defines the possible stop positions on the winning line. If possible, the main control unit 20 pulls in a symbol corresponding to the internal win flag to that stop position and stops the reel 21.
[0066] After all the reels 21 have stopped, the main control unit 20 determines whether the combination of symbols that have stopped along a winning line that is set to cross the three reels 21L, C, and R is a predetermined winning symbol. Specifically, the main control unit 20 identifies the type of symbol that has stopped on the winning line based on the number of steps of the stepping motor (reel drive unit 211) of each of the stopped reels 21L, C, and R, and determines whether the combination of symbols will result in a winning combination.
[0067] When the main control unit 20 determines that any winning combination has been achieved, it awards a bonus (profit) corresponding to that winning combination. For example, if a 10-point combination is the winning combination, 10 points are awarded. When a big bonus is won by the pseudo-stop of a big bonus symbol (see FIG. 4), the main control unit 20 generates a big bonus as the profit. Also, when a regular bonus is won by the pseudo-stop of a regular bonus symbol, the main control unit 20 generates a regular bonus as the profit.
[0068] As mentioned above, both the big bonus and the regular bonus are pseudo-bonuses. The big bonus is a bonus state that lasts for 30 games. The regular bonus is a bonus state that lasts for 15 games. The number of continuation games for the big bonus (30 games) and the number of continuation games for the regular bonus (15 games) are examples of the predetermined number of special games that are the number of continuation games for the special state.
[0069] Whether it is a Big Bonus or a Regular Bonus is determined by the promotion lottery executed during the CZ and the transition lottery executed at the end of the CZ. In this example, where the possibility of winning a BB role is close to zero, the Big Bonus and Regular Bonus are essentially bonus states. As mentioned above, the actual bonus state in this example is an AT state in which a stop order notification is executed to win a 10-point role.
[0070] The points awarded during play on the slot machine 1 are added to the number of credits and displayed on the information display unit 140. During play, various game data (such as the number of jackpots and the number of special drawing draws) can be displayed on the information display unit 140 in accordance with the information display operation on the information display unit 140. In particular, in the slot machine 1 of this example, various data related to parts stock (special rights) can be displayed on the information display unit 140.
[0071] During a game, the main control unit 20 transmits various game signals indicating the results of the game to the card unit 3 at any time. Game signals transmitted to the card unit 3 include, for example, an out signal, a safe signal, etc. The out signal is a signal indicating the consumption of points, and is output in response to a betting operation of game points. The out signal is information on subtraction of game points. The safe signal is a signal indicating the points awarded as a result of the game. The safe signal is information on addition of game points.
[0072] The card unit 3 aggregates the various game signals received from the corresponding slot machine 1 to generate and store game information, and also transmits the game information to an in-game management device (not shown) or the like as needed. The card unit 3 also updates the stored score in response to score addition and subtraction information received from the corresponding slot machine 1. The card unit 3 transmits information on the player's deposit balance and score to the in-game management device as needed.
[0073] When finishing a game on the slot machine 1, the points credited as game points can be transmitted to the card unit 3 by performing a counting operation on the touch-operable information display unit 140. The number of credits on the slot machine 1 is subtracted in accordance with the transmission of the points to the card unit 3.
[0074] When the return button 36 is operated while the card unit 3 has at least one of a deposit balance, owned points, and saved points, a gaming card 50C is issued. The deposit balance, owned points, and saved points are managed by an in-game management device (not shown) in association with the card ID of the gaming card 50C. As a result, the deposit balance, owned points, and saved points owned by the player are associated with the gaming card 50C. The owned points and saved points are managed in association with the type information of the gaming machine on which they were acquired (such as the unit price of play).
[0075] (B) Game status type and transition processing The gaming zone of the slot machine 1 of this example is broadly divided into advantageous zones and non-advantageous zones, as shown in Figure 5. The advantageous zones are further divided into a normal state, CZ, pullback state, bonus state, and CB. The non-advantageous zones are divided into a non-internal state in which the BB role is not an internal win, and a BB internal state in which the BB role is an internal win. The normal state is an example of a general normal state. CZ is an example of a special normal state. The bonus state is an example of a general special state. CB is an example of a return special state.
[0076] The slot machine 1 of this example is controlled to a non-advantageous zone when shipped from the factory or during a predetermined initialization operation. When any combination is internally selected in the non-advantageous zone, the machine wins the advantageous zone transition lottery and switches to the advantageous zone. Note that in the configuration of this example, any combination is always internally selected. Therefore, the advantageous zone transition lottery is always selected in the first game in the non-advantageous zone, and the machine switches to the advantageous zone from the second game onwards. Note that instead of the configuration of this example, the winning probability of the advantageous zone transition lottery may be set arbitrarily.
[0077] When a predetermined reset condition (described later) is met in a game in the advantageous zone, control for switching to the non-advantageous zone is executed. The non-advantageous zone at the time of factory shipment and initialization operation is a non-internal state in which the BB role has not internally won. On the other hand, when the non-advantageous zone is transitioned to in response to the fulfillment of the above reset condition, the BB role becomes an internally winning BB internal state (flag internal state).
[0078] The BB role has an internal win probability of about 1 / 5 in the non-internal state, but in most cases, it is an internal win simultaneously with a 10-point role and a 1-point role. In the slot machine 1 of this example, the stop control of the reels 21 is executed so as to prioritize the winning of a 10-point role or a 1-point role, so the probability of the BB role winning in a game in which it has an internal win is extremely low.
[0079] The internal win of the BB role is carried over until a win is achieved, but in the BB internal state where the win is carried over, one of the roles will always win an internal win. Therefore, the BB role will not win a prize in a game where the internal win of the BB role is carried over. Therefore, once the BB internal state is reached where the BB role flag is established, the BB internal state will be maintained as is until a predetermined initialization operation is performed. Note that, instead of the configuration of this example, a game may be generated in which no other roles will win an internal win in the BB internal state and the BB role can win a prize.
[0080] The advantageous zone in the slot machine 1 of this example is a zone in which the stopping operation mode for winning the internally won combination can be notified to the player. In the advantageous zone, in a game in which a 10-point combination and a 1-point combination are simultaneously internally won, there is a possibility that a stopping order notification will be executed to notify the player of the stopping order of the reels 21 for winning the 10-point combination.
[0081] In order to curb excessive gambling, rules may be adopted that limit the advantageous zone to a certain limit. For example, one such rule may require that the advantageous zone be terminated and switched to a non-advantageous zone when the number of game points earned in the advantageous zone reaches 2,400 points. The slot machine 1 in this example complies with such a rule. When the number of game points earned at the end of the bonus state is 2,200 points (an example of a reference value) or more, the slot machine 1 fulfills the reset condition described above, and control for switching from the advantageous zone to the non-advantageous zone is executed. The non-advantageous zone is a zone in which stop order notification is not performed. When transitioning from the advantageous zone to the non-advantageous zone, all information related to stop order notification, such as parts stock and ally character stock, which are examples of special rights, is erased.
[0082] The normal state (general normal state) in the slot machine 1 of this example is a gaming state in which stop order notifications are not executed or are executed with a low probability. Therefore, the normal state is a disadvantageous state for players whose score rate is less than 100%. In the normal state, a transition lottery to the CZ (special normal state) and bonus state (general special state) is executed, and if you win, you can transition to the CZ or bonus state. The probability of winning the CZ lottery (CZ state transition lottery) is about 1 / 150, and the probability of winning the bonus lottery (bonus state transition lottery) is about 1 / 600.
[0083] The CZ is a gaming state in which a lottery for transitioning to the bonus state is executed with a higher probability than in the normal state. In this example, the period of 15 games, which is an example of a predetermined number of games, is set as the predetermined period for which the CZ continues. The score rate of the CZ is approximately the same as that of the normal state. If you win the lottery for transitioning to the bonus state in the CZ, you will transition to the bonus state, but if you play 15 games without winning, you will transition to the normal state. In this example, the probability of winning the lottery for transitioning to the bonus state during the CZ is set to about 40%.
[0084] As mentioned above, there are two bonus states: a big bonus (second special state) and a regular bonus (first special state). The stop order notification is always executed over 30 games in a big bonus and 15 games in a regular bonus. Therefore, the bonus state is advantageous for players whose score rate is significantly higher than 100%.
[0085] The bonus state in the slot machine 1 in this example is a so-called "pseudo bonus" in which the internal winning probability of a small prize does not improve. The actual bonus state in this example is the AT state. The slot machine 1 in this example is designed to allow players to earn approximately 150 points for a big bonus and approximately 75 points for a regular bonus. In the slot machine 1, if the number of earned game points is less than 2200 points at the end of the bonus state, the slot machine 1 transitions to CB. On the other hand, if the number of earned game points is 2200 points or more (an example of a reference value), the above reset condition is met, and the slot machine transitions to the BB internal state in the non-advantageous zone.
[0086] In CB, the stop order notification is always executed for a predetermined period (10 games) after the bonus state ends, so it is as advantageous as in the bonus state. It is possible to earn about 50 points in CB, and in one set including the bonus state, it is possible to earn about 200 points (in the case of a big bonus) or 125 points (in the case of a regular bonus). The bonus state and CB are so-called AT states. Note that instead of this example, the stop order notification may not be executed in CB, and the score rate may be set to the same level as in the normal state.
[0087] The pullback state is a game state that lasts for a predetermined period (15 games) in which a lottery for transitioning to the bonus state is executed with a higher probability than the CZ. When the lottery for transitioning to the advantageous zone is won in the BB internal state of the non-advantageous zone, the game transitions to the pullback state in response to control to the advantageous zone. When the BB internal state is controlled from the non-advantageous zone to the advantageous zone (game zone control means), one or more ally characters are awarded.
[0088] When transitioning to the pullback state, a lottery for transitioning to the bonus state (bonus lottery) is held. If this transition lottery is won, the state transitions to the bonus state after the pullback state ends. On the other hand, if this transition lottery is not won, the state transitions to the normal state. The probability of winning the lottery for transitioning to the bonus state is set to about 90%. In the configuration of this example, the score rate in the pullback state is approximately the same as in the normal state, but the score rate in the pullback state may also be set to the same as in the bonus state.
[0089] (C) Playability of each game state The gameplay of each game state in the slot machine 1 will be described below. (C-1) Normal state Under normal circumstances, when a rare minor role (replay role A, B) is internally won, a bonus lottery and a CZ lottery are held. Furthermore, when a rare minor role is internally won, in addition to these lotteries, a lottery to acquire a specific right, parts stock (specific right acquisition lottery) is held, and parts stock is granted depending on whether this acquisition lottery is won (an example of a predetermined right granting condition) (specific right granting means, right control means). Note that parts stock is an example of a specific right for generating bonuses in CZ and CB.
[0090] In this example, the conditions for the lottery to acquire part stocks are set as an internal win of the rare small roles Replay A and B, as well as the winning of a 10-point role (bell). When Replay A and B are internally won, and when a 10-point role is won, the execution conditions are met and the lottery to acquire part stocks is executed. In addition, when Replay D is internally won (an example of when the internal win flag for a specific role is established), a lottery to acquire ally character stocks (character stock lottery) is executed with a probability of 1 / 30. When the character stock lottery is won, one of ally characters A, B, or C can be acquired. The allocation of ally characters is as shown in Figure 6. Ally character C has the lowest winning probability at 5%, and is the rarest.
[0091] There are multiple types of part stocks for each trigger role (10-point role, Replay role A / B), and it is possible to acquire the type of part stock corresponding to each trigger role. For example, if you win the lottery triggered by an internal win of Replay role B (Cherry), you can acquire the part stock corresponding to that Replay role B. The winning probability of the lottery to acquire part stocks is set according to the type of trigger role. For example, with Replay role B, you have a 50% chance of acquiring part stocks when you win internally, and with 10-point role, you have a 5% chance of acquiring part stocks when you win.
[0092] In addition, if a specified right exercise condition, such as an internal win of a minor role corresponding to a part stock, is achieved while a part stock is acquired during CZ or CB, the bonus can be won by exercising the part stock regardless of the result of the normal bonus lottery. In other words, when the right exercise condition is achieved in CZ or CB, the above-mentioned special state lottery means determines whether to transition to the bonus state in accordance with the exercise of the part stock.
[0093] Therefore, the player plays the game in the hope of acquiring part stocks that will hopefully lead to a bonus win. The acquired part stocks are displayed on the effect display unit 12, as shown in FIG. 7, for example. A part stock display area 12A is provided on the left side of the screen. An ally character stock display area 12B is also provided on the right side of the screen in the same figure. The ally character stock display area 12B is a display area for displaying ally characters that appear in the battle effect described below, and the ally character stocks that the player has acquired. The "cherry" displayed in the part stock display area 12A indicates the type of part stock corresponding to the replay role B, and the "bell" indicates the type of part stock corresponding to the 10-point role.
[0094] (C-2) CZ (Special normal state) CZ is a game in which players aim to win a bonus based on the number of points they have earned while playing a predetermined number of games (a fixed 15 games in this example).
[0095] At the start of the CZ, a target point lottery is held to determine the target point number (an example of a predetermined standard) that will guarantee a bonus win. The target point numbers that may be determined are one of seven numbers ranging from 1 point to 50 points, as shown in Figure 8. The larger the target point number, the higher the probability of selection, and the smaller the target point number, the lower the probability of selection. The smaller the target point number, the easier it is to win a bonus, and the more advantageous it is. For example, if 1 point is determined as the target point number, the bonus win will be confirmed immediately at the time of selection.
[0096] In addition, when a CZ is won, a lottery is also held to win winning stocks, which have a 5% chance of winning. If you win the lottery to win winning stocks, 50 points will be added to the number of points you have earned at the start of the CZ. As mentioned above, the maximum number of target points is 50 points. Therefore, if 50 points are added to the number of points you have earned in response to winning the lottery to win winning stocks, a bonus win is immediately confirmed, and a transition to the bonus state after the CZ ends is determined.
[0097] During the CZ, a lottery for winning points is held for a fixed period of 15 games depending on whether a small role (replay role, 10-point role) is internally won. The number of points that can be won in the lottery for winning points varies depending on the type of small role that triggered the win, as shown in Figure 9. Fewer points can be won when a 10-point role or replay role D is internally won, and more points can be won when a replay role C is internally won.
[0098] In the final game of the CZ, a bonus lottery is held according to the number of points acquired during the CZ (number of acquired points). If the number of acquired points reaches the target number of points, which is an example of a predetermined standard, the bonus is always won. Thus, in the configuration of this example, if the number of acquired points in the CZ reaches the target number of points, a transition to the bonus state is determined. On the other hand, if the number of acquired points does not reach the target number of points, as shown in Figure 10, a bonus lottery according to the number of acquired points determines whether or not to transition to the bonus.
[0099] For example, in a CZ where the target number of points is set to 50, a bonus lottery is held in the final game with the winning probabilities shown in Figure 10. The winning probability varies depending on the number of points acquired during the CZ. For example, if the number of points acquired is 50, the probability of winning the bonus is 100%, as described above. For example, if the number of points acquired is 45, the probability of winning the bonus is high at 90%. On the other hand, if the number of points acquired is 20 or less, the probability of winning the bonus is 10%. In this way, the more points acquired, the higher the probability of winning the bonus.
[0100] Even if the number of points earned reaches the target number of points before 15 games are played and a bonus win is confirmed, the CZ will continue until 15 games are played. After a bonus win is confirmed, a bonus promotion lottery (promotion from a regular bonus to a big bonus) is held during the remaining game period. In the promotion lottery, a win occurs with a 25% probability when Replay D is an internal win. Winning the promotion lottery confirms a transition to a big bonus. Note that the player may be notified that the target number of points has been reached before 15 games are played, i.e., during the CZ. This allows the player to clearly recognize that the promotion lottery will be held.
[0101] In CZ, points may be added when part stocks are stocked. If the number of points acquired is less than the predetermined number when the minor role corresponding to the acquired part stock is internally won, the part stock is consumed and 50 points are added. Here, as shown in Figure 8, the maximum number of target points is 50 points. Therefore, if 50 points are added by consuming part stocks, the bonus lottery is guaranteed to be won, and the transition to the bonus state is immediately determined. Furthermore, if one of the multiple types of part stocks acquired is consumed to win a bonus, the remaining types of part stocks that were not consumed will not disappear but will be carried over to subsequent bonuses.
[0102] While the CZ continues, an image display effect (battle effect) in which an ally character and an enemy character battle each other is executed by the effect display unit 12. When the game finally transitions to the bonus state, that is, when the special state determination means has determined that the game will transition to the bonus state (general special state), the battle effect displays an ending in which the ally character wins. On the other hand, when the game finally transitions to the normal state, that is, when the game has not determined that the game will transition to the bonus state, the battle effect displays an ending in which the enemy character wins.
[0103] At the start of the CZ, an opponent enemy character is selected by lottery from among multiple enemy character types. For example, one of four enemy character types, A, B, C, or D, is selected. The probability of selecting the type of enemy character varies depending on the target point number determined at the start of the CZ, as shown in Figure 11.
[0104] For example, if the target number of points is 50, the enemy characters are set as follows: A: 70%, B: 20%, C: 10%, D: 0%; if the target number of points is 25, the enemy characters are set as follows: A: 10%, B: 70%, C: 20%, D: 0%; if the target number of points is 1, the enemy characters are set as follows: A: 0%, B: 0%, C: 0%, D: 100%. Enemy character D is only selected when the target number of points is 1, and is never selected for any other target number of points. Therefore, victory is confirmed when enemy character D is selected. However, if victory stocks have already been acquired, enemy character A will always be selected regardless of the target number of points.
[0105] In the character battle presentation, presentation images are displayed in which the appearance and equipment of the ally characters differ depending on the type of parts stock that has been acquired. If a player acquires a part stock, if the right exercise condition of an internal win of a minor prize corresponding to the type of part stock during the CZ is met, the player can win a bonus regardless of the results of the regular bonus lottery. In this example configuration, 50 points are awarded upon the fulfillment of this right exercise condition, as described above, guaranteeing a win in the bonus lottery. However, if the difference between the number of points acquired in the CZ (an example of the calculation result by the point calculation means) and the target number of points (an example of the predetermined standard in the special normal determination means) is within a predetermined range, the exercise of the part stock, an example of a special right, is restricted. This is to avoid winning a bonus by exercising the part stock and to avoid the wasteful consumption of the part stock, since the probability of winning the bonus lottery held in the final game of the CZ is high. Note that the predetermined range of the difference above that limits the exercise of the part stock can be set to, for example, a fixed number of points, such as 5 points, or a number of points equivalent to 10% of the target number of points.
[0106] (C-3) Pulled back state As described above, the pullback state (pullback zone) is a game state to which a player transitions when the lottery for transitioning to a favorable zone is won in the BB internal state of a non-favorable zone. In other words, the pullback state is the game state to which a player transitions when the non-favorable zone (BB internal state) is controlled to a favorable zone. Whether or not a transition to a bonus state occurs at the time of transition to the pullback state is determined in advance by lottery (with a 90% chance of winning). The pullback state continues for a number of games determined within the range of 10 to 32 games, and the result of the bonus is announced in the final game. When transitioning to the pullback state, one or more ally characters (A, B, C) are granted and stocked.
[0107] At the end of the pullback state, all types of part stocks can be acquired regardless of whether a bonus is won or not. Therefore, even if the game transitions to the normal state without winning a bonus, the player's sense of anticipation can be maintained. In particular, when the game transitions to the bonus state due to a bonus win, the carryover of acquired part stocks increases the possibility of consecutive bonus wins.
[0108] While the pull-back state continues, a character battle performance is performed, similar to CZ. However, in battle performances during the pull-back state, enemy character E, a character exclusive to the pull-back state, is always selected as the enemy character type. Note that all types of part stocks can only be acquired at the end of the pull-back state, so in battle performances performed while the pull-back state continues, the ally character and enemy character will battle without any part stocks. At the end of the pull-back state, it is also possible to stock one or more ally characters (A, B, C) along with or instead of part stocks.
[0109] (C-4) AT state (special state) The AT state includes a bonus state (big bonus, regular bonus, general special state) which is a pseudo bonus, and CB (return special state).
[0110] The bonus state can be entered by winning a bonus in the normal state, CZ, or CB. After winning a bonus, the bonus state begins after the bonus symbol (big bonus symbol or regular bonus symbol) is displayed in a simulated game. When a bonus is won in the normal state or CB, it is allocated to either the big bonus or the regular bonus at a ratio of 3:7 according to the bonus allocation lottery mentioned above.
[0111] If a bonus is won in the CZ (special transition conditions are met), a promotion lottery is held during the CZ and the winning lottery results in a Big Bonus. On the other hand, if a bonus is won in the CZ and the promotion lottery does not determine a transition to the Big Bonus, a transition lottery to determine whether the bonus will be a Big Bonus or a Regular Bonus is held in the final game of the CZ. In this transition lottery, either a Big Bonus or a Regular Bonus is determined at a ratio of 3:7.
[0112] While the bonus state continues, a lottery to acquire part stocks (a lottery to acquire specific rights) and a lottery to acquire winning stocks are held, just like in the normal state. The probability of acquiring part stocks may be the same as in the normal state or may be increased. The probability of acquiring winning stocks may be, for example, 1 / 100 per game. Furthermore, while the bonus state continues, in addition to the lottery to acquire part stocks and winning stocks, a lottery to acquire ally characters (3 types) that appear in the effects during CB (character stock lottery) is held. The probability of acquiring ally characters may be the same as in the normal state or may be increased. When comparing the two types of bonus states, the big bonus is more advantageous in terms of points, acquisition of part stocks, acquisition of winning stocks, and acquisition of ally character stocks. The lottery to acquire part stocks and the lottery to acquire ally character stocks may be held independently or simultaneously.
[0113] CB is an example of a special return state that is entered after the bonus state ends, and determines whether to return to the bonus state or the normal state. In the bonus state, the probability of winning the character stock lottery varies depending on the internal winning combination. For example, if replay combination B is achieved (internal winning), the probability of winning the character stock lottery is 50%. If you win the character stock lottery, you can acquire one of the ally characters A, B, or C with the selection probability shown in Figure 12. The number of life points of the ally characters is as shown in Figure 13, and ally character C, which has the most life points, has the greatest advantage.
[0114] If a character stock lottery is won, a notification lottery is held to determine whether or not stock information indicating the win will be notified. If the notification lottery, which has a 75% chance of winning, is won, the stock information is notified by displaying a message indicating that the character stock lottery has been won and by displaying an increment of the number of stocks (number of acquired ally characters). On the other hand, in the remaining 25% of cases where a stock win occurs, the notification lottery is not won and the stock information is not notified. In this case, no notification of the win is made, no increment of the number of stocks of the ally character is displayed, and only an internal increment of the number acquired (number of stocks) is performed. An ally character whose stock information was not notified due to a lack of winning in the notification lottery is stocked as a potential ally character. The slot machine 1 stores and manages two types of stock numbers as the number of stocks of ally characters. The first ally character stock number is the stock number that is displayed as an increment and does not include the above-mentioned potential ally characters. The second ally character stock number is the total stock number including the above-mentioned potential ally characters.
[0115] After the bonus state ends, the game transitions to CB, and a determination is made as to whether or not to return to the bonus state until the second ally character stock count reaches zero. The number of games that can continue in CB is variable, unlike CZ. While CB is in progress, a battle presentation in which an ally character and an enemy character battle each other is executed on the presentation display unit 12. When the game finally returns to the bonus state, i.e., when the special state determination means determines that a transition to the bonus state (general special state) will be made, a battle presentation in which the ally character wins is displayed. On the other hand, when the game transitions to the normal state, i.e., when a transition to the bonus state is not determined, a battle presentation in which the enemy character wins is displayed. Note that, upon the start of CB, an enemy character to be the opponent is selected by lottery from among multiple enemy characters. There are four types of enemy characters, for example, A, B, C, and D, and the selection probabilities for each are set to 70%, 20%, 9%, and 1%.
[0116] For each enemy character, A, B, C, or D, the number of victory points is set to, for example, 100, 50, 10, or 1. Therefore, if enemy character D is selected, you will always win. If victory stocks have been acquired, enemy character D will always be selected. If there are victory stocks, 100 points are added to the attack points at the start of CB, and once 20 games have been played, the victory of the ally character is displayed, CB ends, and the game transitions to the bonus state. Also, if a small role corresponding to an acquired and stored part stock is internally won in CB, you will always win.
[0117] During CB, one attack point is added to each game, and one life point is subtracted from each game. Furthermore, the number of life points is subtracted according to the internal winning combination. Specifically, for example, when Replay D wins an internal combination, one life point is subtracted from each game. Therefore, for example, if ally character A wins two games in a row with Replay D winning internally, the player will lose both games.
[0118] In CB, a return to the bonus state is determined when the number of attack points reaches the number of victory points. On the other hand, when the number of life points of an ally character reaches zero, the stock of that ally character disappears. If the number of stocks of the remaining ally characters excluding the above-mentioned potential ally characters (the above-mentioned first ally character stock number) is 1 or more, the number of life points of the next ally character is set. When the number of life points of the next ally character is set in this way, an effect is executed in which the next ally character appears in the game following the game in which the number of life points of the original ally character reached zero. Note that the ally characters appear in the order in which they were acquired.
[0119] As described above, in this example configuration, even if a player wins the character stock lottery, no notification is made (if the notification lottery is not won). In such a case, a potential ally character may be generated and potentially stocked in response to a win. Therefore, when an ally character is defeated, the first ally character stock count (not including the potential ally character) may become zero, while the second ally character stock count (including the potential ally character) may remain at one or more. In such a case, an effect is executed in which the life points become zero and the ally character is defeated, and the stock is temporarily lost. After that, a revival effect is executed, in which the ally character is revived, and the battle effect is resumed. Executing such an effect surprises and delights a player who is disappointed by the defeat of all ally characters, further enhancing the game's enjoyment.
[0120] In the slot machine 1 of this example, when the number of second ally character stocks including potential ally characters reaches zero, the defeated ally character does not revive, and the CB ends and the game transitions to the normal state.
[0121] Any remaining part stocks and ally character stocks when the attack points reach the victory points will be carried over to the next CB. Unconsumed stocks will also be carried over when the CB ends and the game transitions back to normal.
[0122] If a parts stock, an example of a specific right, has been acquired, and if a minor role corresponding to the type of parts stock is internally won while the CB is in progress, the parts stock will be exercised and consumed in accordance with the establishment of the rights exercise conditions, and the bonus can be won regardless of whether the bonus lottery is successful or not. However, if there is a winning stock, or if enemy character D is selected, victory is confirmed at the start of the CB, so even if a minor role corresponding to the acquired parts stock is established during the CB, the parts stock will not be exercised and will not be wasted.
[0123] The slot machine 1 of this example calculates various data related to part stocks (special rights) and character stocks (calculation means). The various data can be displayed on the information display unit 140 (display means). The calculation means can calculate the cumulative number of part stocks (special rights) granted by the special right granting means, the cumulative number of part stocks exercised by the special normal lottery means and the return special lottery means, and the probability of granting the special right, which indicates the ratio of the cumulative number of part stocks granted to the cumulative number of times the game is played.
[0124] Examples of various data relating to parts stock and character stock include the following game data. (a) The cumulative number of parts stocks and character stocks acquired on the day by type, and the cumulative number of parts stocks and character stocks consumed by type (cumulative number awarded). (b) The part stock acquisition rate per game, calculated by dividing the cumulative number of part stocks acquired under normal conditions by the number of games under normal conditions. (c) The character stock acquisition rate (probability of granting specific rights) per game, calculated by dividing the cumulative number of character stocks acquired in normal state by the number of games in normal state. (d) The part stock acquisition rate per game (probability of granting a specific right) is calculated by dividing the cumulative number of part stocks acquired in the bonus state by the number of games in the bonus state. (e) The character stock acquisition rate per game, calculated by dividing the cumulative number of character stocks acquired in the bonus state by the number of games in the bonus state. (f) The number of CZs and CBs cleared by consuming parts stock (cumulative number of uses), the number of CZs and CBs cleared without consuming parts stock, and the number of CZs and CBs that could not be cleared. (g) Average number of character stocks consumed per CB, average number of stocks consumed per winning CB, average number of stocks consumed per losing CB.
[0125] For example, the game data (b) to (e) above allows a player to objectively understand how much part stock or character stock can be acquired in normal or bonus states. For example, the game data (f) above allows a player to understand how much acquired part stock is utilized in CZs and CBs and how much benefit is derived from it. For example, the game data (g) above allows a player to understand how much acquired part stock is utilized in CZs and CBs and how much benefit is derived from it.
[0126] The slot machine 1 of this example, configured as described above, is a gaming machine capable of generating a normal state in a broad sense, in which the probability of winning a game is low, and a special state, which is an AT state in which the probability of winning a game is high. The normal state in a broad sense includes a normal state in a narrow sense (see FIG. 5, general normal state) in which the probability of transition to a special state is low, and a CZ (special normal state) in which the probability of transition to a special state is high. The special state includes a bonus state (general special state, pseudo bonus) that continues for a predetermined period of time, and a CB (return special state) to which a transition occurs when the bonus state ends. In the CZ and CB, a special normal lottery or a return special lottery is held to determine whether or not to transition to the bonus state.
[0127] In this slot machine 1, a part stock may be granted, which is a right to generate a bonus state and can be exercised in the CZ and CB. There are multiple types of part stock, which are an example of a specific right, and each type has its own exercise conditions. When the specified exercise conditions are met in the CZ and CB, the part stock is exercised to transition to the bonus state.
[0128] In the game of the slot machine 1 of this example, when an internal win flag for a specific role, such as Replay A or B, is established, a lottery is held to determine whether or not a type of parts stock corresponding to that role will be awarded. Multiple types of parts stocks (specific rights) correspond to different roles. When a role corresponding to the type of stocked parts stock is determined to be an internal win role, the right exercise conditions are determined to be established, and the type of parts stock corresponding to that role is exercised. This configuration encourages players to play in the hope of winning an internal win for a parts stock that is stocked or may be stocked, increasing their gaming enjoyment.
[0129] In the slot machine 1 of this example, if it is determined that the transition condition to the bonus state (special transition condition) has been met in the CZ before the specified number of games (fixed at 15 in this example) has been played, a promotion lottery is conducted to determine whether the transition state will be a big bonus (second special state). Also, if it is determined that the special transition condition has been met during the CZ and a transition to a big bonus has not been decided, a transition lottery is conducted to determine whether the transition state will be a regular bonus or a big bonus.
[0130] In slot machine 1, when a transition to a bonus state is confirmed during the CZ, a promotion lottery is held to determine whether the transition destination will be the advantageous big bonus, so that the player's anticipation for a big bonus can be maintained until the end even after a transition to a special state is confirmed.
[0131] Additionally, in the normal state (see Figure 5. General normal state) and bonus state, a winning stock (pre-determined right) may be granted that determines the transition to the bonus state after the CZ and CB end. If a winning stock is granted, the transition to the bonus state is determined by the exercise of the winning stock, regardless of whether the special normal lottery or the special return lottery is successful. On the other hand, if a winning stock is not granted, and the right exercise conditions are met through the special normal lottery or the special return lottery, the transition to the bonus state is determined by the exercise of the type of parts stock that corresponds to the right exercise conditions.
[0132] In the slot machine 1 of this example, if a player wins the lottery to acquire winning stocks and is awarded winning stocks, the parts stocks are carried over without being consumed even if the conditions for exercising the parts stocks are met in the CZ and CB. On the other hand, if a player does not win the lottery to acquire winning stocks, the parts stocks are exercised and consumed when the conditions for exercising the parts stocks are met in the CZ and CB.
[0133] In normal and bonus modes (pseudo bonus), you can play while hoping for both the part stock lottery and the winning stock lottery. If you win the winning stock lottery and acquire a winning stock, you can carry over the part stock to the next CZ or CB without consuming it, even if the conditions for exercising the rights are met in the CZ or CB.
[0134] In this way, in the slot machine 1 of this example, the part stocks (specific rights) and winning stocks (predetermined rights) acquired by the player can be carried over to the next CZ or CB unless the rights are exercised. In playing this slot machine 1, when transitioning to a bonus state by exercising a part stock, if multiple part stocks have been acquired, part stocks other than the one exercised can be carried over to the bonus state. If part stocks can be carried over in this way, it is possible to give the player a sense of security that they can carry over common part stocks that can be exercised in both the CZ and CB, and it is expected that this will increase the player's interest in the game.
[0135] In the slot machine 1 of this example, even if the CB transitions to the normal state (see Figure 5) without returning to the bonus state, the acquired parts stock can be carried over to the normal state. With this specification, it is possible that the stock acquired during the bonus state or special state (AT state) such as CB can be used in the CZ after transitioning to the normal state, which can stimulate the player's desire to continue playing and can be expected to increase the player's interest in the game.
[0136] In addition, in the slot machine 1 of this example, a win stock, which is a pre-determined right that determines the transition to the bonus state after the CZ and CB end, may be awarded in the normal state and the bonus state. Therefore, in this slot machine 1, the excitement in the normal state and the bonus state is further enhanced. Furthermore, when a win stock is awarded, a part stock, which is an example of a special right, is carried over without being consumed, so the expectation for the stock of the special right is also enhanced.
[0137] In addition, in the slot machine 1 of this example, an effect may be executed in the CZ and CB in which an enemy character determined by lottery and an ally character battle each other. In this battle effect, if a transition to the bonus state (general special state) is determined, an ending in which the ally character wins is displayed, whereas if a transition to the bonus state is not determined, an ending in which the ally character loses is displayed.
[0138] In the slot machine 1, in the normal state (general normal state) and the bonus state (general special state), a stock lottery is executed for the ally character that appears in the effect. If the stock lottery is won, a notification lottery is executed to determine whether or not to notify the player of the win, and when notification is determined, stock information indicating that the ally character has been stocked is displayed. On the other hand, when notification is not determined, the stock information is not displayed, and after a presentation in which the ally character is defeated is executed, a presentation in which the ally character revives is executed.
[0139] In this way, in the slot machine 1 of this example, it is possible to stock ally characters that appear in the battle performance against enemy characters, so that the sense of anticipation for a bonus state can be increased as the number of ally characters stocked increases.Furthermore, according to the slot machine 1 of this example, by deliberately not announcing that an ally character has been stocked, and instead executing a performance in which the ally character is revived after being defeated in a battle, it is possible to give the player a sense of surprise and increase interest.
[0140] If the type of enemy character determined in the above battle performance is a specific type (enemy character D in this example), a transition to the bonus state is determined without exercising the parts stock even if the right exercise condition is met. In this way, in the battle performance executed in CZ and CB, whether or not to exercise the parts stock is determined depending on the determined enemy character. For example, if a weak enemy character such as enemy character D is selected, an efficient battle performance can be executed in which the player battles and wins against that weak enemy character without exercising the parts stock. If a transition to the bonus state is determined without exercising the parts stock, which is a specific right, the parts stock can be carried over to the next CZ or CB.
[0141] The slot machine 1 of this example is controlled to either a favorable zone or a non-favorable zone. The favorable zone is a game zone in which a notification of a stop operation mode favorable to the player (stop order notification) may be executed. The non-favorable zone is a game zone in which the stop order notification is not executed.
[0142] In the advantageous zone, the following can occur: a bonus state (special state) in which the stop order notification is executed with a high probability, a normal state in which the stop order notification is executed with a low probability (see Figure 5. General normal state), a CZ (special normal state) in which the normal state is transitioned to and the probability of transitioning to the bonus state increases, a CB (special return state) in which the bonus state is transitioned to and it is determined whether or not to transition back to the bonus state. In the non-advantageous zone, either a non-internal state in which the internal win flag of the BB role (bonus role) is not established, or a BB internal state in which the internal win flag is established can occur.
[0143] In this example, when a predetermined granting condition is met in the normal state or bonus state, the slot machine 1 is awarded multiple types of part stocks that can be used in the CZ and CB. When a predetermined right exercise condition is met in the CZ and CB, the part stocks are exercised and a transition to the bonus state is determined. However, when the game is controlled to a non-advantageous zone, all of the awarded part stocks are erased.
[0144] In the slot machine 1 of this example, when a predetermined initialization operation is performed and when the game value (score) given to the player reaches a reference value (2200 points in this example), the game zone is controlled to a non-advantageous zone. Also, when a predetermined lottery for transitioning to an advantageous zone is won in a non-advantageous zone, the game zone is controlled to an advantageous zone. When the internal winning flag for the BB role is established and the game zone is controlled to an advantageous zone, all types of parts stocks (specific rights) are granted.
[0145] In this way, in the slot machine 1, all part stocks are erased when the slot machine moves from the advantageous zone to the non-advantageous zone, but if the BB role flag is established when the slot machine moves back to the advantageous zone, all types of part stocks are awarded. Therefore, even if the advantageous zone is reset and the slot machine moves back to the non-advantageous zone after the bonus state ends, the player's sense of anticipation can be maintained.
[0146] In addition, instead of the configuration of this example in which all types of part stocks (special rights) of the multiple types of part stocks are granted when the gaming zone is controlled to an advantageous zone with the internal winning flag of BB role established, it is also possible to grant any one or more types of special rights. In other words, it is also possible to adopt a configuration in which at least one or more types of part stocks (special rights) of the multiple types of part stocks are granted when the gaming zone is controlled to an advantageous zone with the internal winning flag of BB role established.
[0147] In the slot machine 1 of this example, in both the normal state and the bonus state, ally characters that appear in the effects are awarded, and when the slot machine is controlled to a non-advantageous zone, all ally characters are erased. In this slot machine 1, when a predetermined initialization operation is performed or when the player's acquired game points reach 2200 points (reference value), the game zone is set to a non-advantageous zone, but the game zone is set to an advantageous zone depending on whether the game zone is won in the advantageous zone transition lottery. When the slot machine is controlled to a advantageous zone in the BB internal state where the internal win flag for the bonus role is established, one or more ally characters are awarded.
[0148] In the slot machine 1 of this example, since allied characters that appear in the battle presentation can be acquired in the normal state or the bonus state, the expectation of winning the battle increases as the number of allied characters increases. Also, when transitioning from the advantageous zone to the non-advantageous zone, all part stocks (specific rights) and allied characters are erased, but when control is again returned to the advantageous zone, if the bonus role flag is established, at least one allied character will be granted. Therefore, with the slot machine 1 of this example, the player's expectation can be maintained even if the advantageous zone is reset after the bonus state ends.
[0149] In addition, in the slot machine 1 of this example, points are awarded according to the results of a lottery that determines the internal winning combination executed for each game, and multiple types of part stocks that are rights to generate a bonus state (general special state) and can be exercised in CZ (special normal state) and CB (return special state) may be awarded. When a predetermined right exercise condition is established in CZ and CB, the transition to the bonus state is determined by exercising the part stock.
[0150] In addition, in the slot machine 1 of this example, a transition to the bonus state is determined when the number of acquired points in the CZ reaches the target number of points, when a parts stock is used in the CZ, when the number of attack points in the CB reaches the number of winning points, or when a parts stock is used in the CB. However, when the difference between the acquired points and the target number of points in the CZ is within a predetermined range, i.e., when the acquired points approach the target number of points, the use of parts stock is restricted. In this way, in the slot machine 1 of this example, the use of parts stock is restricted when a certain number is reached in the CZ, so parts stock can be carried over to the next CZ or CB without being wasted, thereby improving the player's satisfaction.
[0151] The slot machine 1 of this example is configured to calculate various data related to the granted special rights (parts stock) and display it to the player. By displaying various data related to the special rights, the player can objectively understand the status of acquisition and consumption of the special rights, whether or not they have been beneficial, etc. This slot machine 1 can further increase the player's anticipation for the special rights.
[0152] Instead of or in addition to the configuration of this example, the following configurations may be adopted. Also, the following configurations may be adopted in appropriate combination. In this example, a slot machine that does not use medals is assumed as the gaming machine, but it may also be a slot machine that pays out medals. Considering a payout-type slot machine, the number of points held and the number of points saved may also be referred to as held medals and saved medals. In the slot machine 1 of this example, the number of bets (prescribed number) is fixed at 3 points, but it may also be a slot machine in which the player can select the number of bets under normal conditions within the range of 1 to 3 points, for example.
[0153] The types of small winning combinations and the number of points awarded for each type are not limited to this example, and various patterns can be set. The same is true for the winning symbols corresponding to each small winning combination. The values set in this example are merely examples and may be designed in any way. In addition, the values may be set to differ in stages according to the set values of the internal winning probability in multiple stages.
[0154] The types of game states are not limited to this example, and various types of game states can be generated. For example, two or more types of CZ (special normal state) may be provided, and the probability of winning a bonus may be different for each. Apart from the predetermined number of bonus or CB games, a termination condition for ending the special state of the AT state may be set separately. When the termination condition is met, the AT state ends and transitions to the normal state regardless of the predetermined number of games remaining. At this time, acquired part stocks, win stocks, etc. may be initialized, and multiple stocks up to the maximum amount that can be acquired may be acquired. In this case, it is recommended to set the termination condition as a condition of playing a predetermined number of games to end or acquiring a predetermined number of points.
[0155] In this example, a case is set in which an effect in which a randomly selected enemy character and a friendly character fight each other is executed in both the CZ and CB game states. Alternatively, an effect in which an enemy character and a friendly character fight each other may be executed only in either the CZ or CB game state.
[0156] In this example, the character stock lottery for ally characters is conducted in both the normal state and the bonus state, but the character stock lottery may be conducted in only one of the game states. In this example, the CB (return special state) continues for the number of games acquired, but instead of the number of games, the right to continue the CB for a predetermined number of games may be acquired. In that case, the right to continue may be acquired multiple times.
[0157] When a small winning combination corresponding to an acquired part stock is internally won, some kind of benefit may be given to the player. For example, a lottery for acquiring other part stocks may be held. For example, a lottery for character stocks of ally characters may be held. For example, the probability of winning a bonus may be improved. For example, when a corresponding small winning combination wins a CZ, a predetermined number of points may be awarded during the CZ, or the probability of winning a bonus in the final game of the CZ may be improved. For example, a point acquisition lottery that does not affect gameplay may be held, and points may be consumed to execute effects within the gaming machine that have different occurrence frequencies or modes.
[0158] In this example, a lottery for winning stocks is held when a CZ is won, and 50 points are awarded at the start of the CZ depending on the win. Since the target number of points in the CZ (see Figure 8) is a maximum of 50 points, if a player wins a winning stock, they will definitely reach the target number of points and will definitely win the bonus lottery held in the final game of the CZ. Alternatively, if a player wins the lottery for winning stocks and wins a winning stock, the game may immediately transition to the bonus state without adding points or holding a bonus lottery.
[0159] In this example, the point calculation means is configured to perform a calculation to add and accumulate points acquired through a point acquisition lottery as needed. Alternatively, for example, the initial points at the start of the CZ may be set to 50 points, and a point subtraction lottery may be used to determine the point subtraction and accumulation instead of the point acquisition lottery. Points may be subtracted as needed depending on whether a player wins the point subtraction lottery, and a bonus win may be confirmed when the remaining points reach zero. In this case, the calculation result by the point calculation means is the remaining number of points, and the predetermined standard in the special normal determination means is zero. Note that the number of points subtracted when a player wins the point subtraction lottery may be fixed, or the number of points subtracted may be determined by the point subtraction lottery.
[0160] In this example, the configuration is such that a transition to a bonus state can be made as a result of a bonus lottery using the CZ, but it may also be possible to transition to a CB. Although two types of bonus states, big bonus and regular bonus, have been exemplified, three or more types of bonus states may be provided. The number of games to continue, the probability of an alert occurring, the probability of winning a part stock, the probability of winning the character stock lottery for ally characters, etc. can be set to differ for each type of bonus state.
[0161] Although CZ is set as a non-AT state, it may be set as an AT state. Furthermore, the normal state may also be included in the AT state, in which case the occurrence probability of the stop order notification should be sufficiently low. A part or all of the control performed by the performance control unit 25 may be performed by the main control unit 20. Furthermore, a part or all of the control performed by the main control unit 20 may be performed by the performance control unit 25.
[0162] This example illustrates a game flow in which a transition condition is met in response to a win in the CZ lottery (CZ state transition lottery) that is executed when a specific combination (such as rare minor combinations A and B in this example) is won, resulting in a transition to the CZ. The game flow for transitioning to the CZ may also involve a CZ lottery being executed every time a certain number of games are played, and transitioning to the CZ if a win is achieved. For example, a CZ lottery with a 50% chance of winning may be executed every 32 games played. In this case, the probability of winning the 32nd game may be changed depending on the winning history up to the 31st game.
[0163] In this example, a configuration is illustrated in which the type of internally won role in a normal state matches the type of role corresponding to the part stock that can be acquired as a result of the internal win of the role. In the configuration of this example, for example, the internal win of the replay role A is triggered, and the part stock corresponding to the replay role A can be acquired. Instead of the configuration of this example, the type of the internally won role that triggers the win and the type of role that the part stock corresponds to may be different.
[0164] For example, if a player wins the lottery for acquiring parts stocks when a replay B is internally selected, the player may acquire one of the following parts stocks at a rate of 50% corresponding to replay A, 30% corresponding to replay B, or 20% corresponding to a 10-point combination. In this case, it is desirable to only notify the player that the lottery for acquiring parts stocks has been won, and not notify the type of minor role corresponding to the acquired parts stock until the CZ is entered. Without notification of the type of minor role corresponding to the acquired parts stock, the player would not be able to immediately determine the type of minor role corresponding to the parts stock. This maintains the player's anticipation for the parts stocks until the CZ is entered. Furthermore, if the acquisition status of parts stocks is hidden and not visible, the player is more likely to quit playing. If the parts stocks are obvious, the player is more likely to quit playing due to the increased risk of being exploited by others.
[0165] The player may be allowed to choose whether or not to use the acquired parts stock when entering the CZ. For example, if a player has parts stock A and parts stock B, the player may choose to use only parts stock A and not use parts stock B, carrying it over to the next CZ. The degree of advantage during the bonus (number of games continued, probability of notification, etc.) may be changed depending on the type of enemy character that is defeated in the CZ.
[0166] It is also possible to display information such as data on the small combination corresponding to the acquired parts stock, data on bonus wins due to the small combination corresponding to the parts stock, etc. For example, for each type of small combination corresponding to the parts stock, information such as the average number of games required per parts stock, the average number of wins per CZ, and the probability of clearing the CZ by the number of acquired parts stocks is useful information for the player as he or she progresses through the game.
[0167] Although specific examples of the present invention have been described in detail as examples, these examples merely disclose examples of the technology encompassed by the claims. Needless to say, the scope of the claims should not be interpreted as being limited by the configurations, numerical values, etc. of the specific examples. The claims encompass technologies that are obtained by variously modifying, changing, or appropriately combining the specific examples using publicly known technology and the knowledge of those skilled in the art. [Explanation of symbols]
[0168] 1. Slot machines (gaming machines) 11. Pattern display window 12. Performance display unit (performance means, notification means, character stock display means) 133 Stop button 131 Start lever 140 Information display section (display means) 141 Bet Button 143 Production button 21 Reel (symbol display means) 211 Reel drive unit (pattern display means) 20 main control unit (game start permission means, internal lottery means, flag control means, reel control means, winning determination means, value granting means, game zone control means, advantageous zone state control means, non-advantageous zone state control means, specific right granting means, pre-determined right granting means, general special state transition means, special normal state generating means, memory means, memory update means, right control means, right exercise means, character control means, point calculation means, special normal determination means (special state determination means), return special determination means (special state determination means), right exercise restriction means, calculation means, special state lottery means, special normal lottery means, return special lottery means, advantageous zone transition lottery means, point acquisition lottery means, stock acquisition lottery means, target point number lottery means, enemy character lottery means, character stock lottery means, promotion lottery means, transition destination lottery means) 25 Performance control unit (notification lottery means, performance control means) 3 Card Unit 30 Control Unit 31 Status indicator lamp 320 Bill insertion slot 33 Display section 34 Loan button 35 Replay button 36 Return button 370 Card slot 50C Gaming Card
Claims
1. an internal lottery means for executing a lottery to determine an internal winning combination from among a plurality of combinations in response to the start of a game; a symbol display means for variably displaying a plurality of types of symbols and for stopping the display of the symbols in response to a stop operation by a player; and a value awarding means for generating a winning result when a symbol corresponding to the internal winning combination is stopped and displayed, and awarding a game value to a player. A normal game state in which the expectation of winning in the game is low and a special game state in which the expectation of winning is higher than that in the normal game state can be generated; In a gaming machine, the normal state includes a general normal state in which the expectation of transition to the special state is low, and a special normal state in which the expectation of transition is high and continues for a specified number of games, and the special state includes a general special state that continues for a predetermined period, and a return special state to which a transition occurs when the general special state ends, specific right granting means for granting a plurality of types of specific rights that can be exercised when predetermined right exercise conditions are met in the special normal state and the special return state; a storage means capable of storing the plurality of types of specific rights; a special state determination means for determining whether to transition to the general special state when the specific right is exercised in the special normal state and the return special state, and when a predetermined transition condition is met without the specific right being exercised; a memory updating means for erasing, from among the specific rights stored in the memory means, specific rights of a type that have been exercised in the special normal state or the return special state, while carrying over specific rights of a type that have not been exercised until the next special normal state or the return special state; a presentation means for executing a presentation in which an ally character and an enemy character fight in both or either one of the special normal state and the return special state, and in which, if the special state determination means determines that the state will shift to the general special state, an ending in which the ally character wins is displayed, and in which, in the case where the state will not shift to the general special state, an ending in which the ally character loses is displayed; a character stock lottery means for executing a stock lottery to determine whether or not to stock an ally character appearing in the effect in the general normal state and the general special state; a notification lottery means for executing a notification lottery to determine whether or not to notify a player of a winning result in the stock lottery for the ally character; character stock display means for displaying stock information indicating that an ally character has been stocked when it is determined in the notification lottery that notification should be made, and not displaying the stock information when it is not determined that notification should be made; The game machine is characterized in that the presentation means, when it is decided not to notify in the notification lottery, executes a display presentation in which the ally character is defeated and then executes a display presentation in which the ally character is revived.
2. the plurality of types of specific rights correspond to the types of the winning combinations, The gaming machine according to claim 1, wherein the special state determination means determines that the right exercise conditions have been met and the specific right has been exercised when a role corresponding to the type of specific right stored in the storage means is determined as the internal winning role, and determines a transition to the general special state.
Citation Information
Patent Citations
Game machine
JP2020198898A