Gaming machine

The gaming machine introduces a process to advance through multiple game sections with set games and continuation rates, addressing the need for innovative gameplay by providing varied and engaging experiences, especially in special gaming states.

JP2026054008AActive Publication Date: 2026-03-26ENTERRISE CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-13
Publication Date
2026-03-26

AI Technical Summary

Technical Problem

Existing gaming machines lack innovative gameplay mechanics that provide players with varied and engaging experiences, particularly in special gaming states that offer advantages over general gaming states.

Method used

A gaming machine that includes a process to advance through multiple game sections, with the ability to execute set games, determine point awards, and transition between sections based on continuation rates, offering novel gameplay dynamics.

Benefits of technology

Enables a gaming machine with novel gameplay experiences, enhancing player engagement through varied game states and potential advantages in special gaming states.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026054008000001_ABST
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Patent Text Reader

Abstract

To provide a gaming machine with novel gameplay. [Solution] The slot machine 1 is capable of executing a process to advance the game in any of several sections, which include a point-focused zone in which at least one set of set games consisting of one or more games with a continuation rate can be executed, and a normal zone in which set games are not executed. In a set game, a point awarding process that determines whether or not to award points, a continuation rate addition process that determines whether or not to add to the continuation rate of the ongoing set game, and a continuation determination process that determines whether or not to execute the next set game after the ongoing set game based on the continuation rate of the ongoing set game are each executed at least once. When it is decided in the continuation determination process to execute the next set game, set games can be repeatedly executed in the point-focused zone.
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Description

Technical Field

[0001] The present disclosure relates to a gaming machine.

Background Art

[0002] A gaming machine is configured to be able to switch between a game (play) in a general gaming state and a game in a special gaming state (such as AT or ART) that is more advantageous to a player than the general gaming state (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The present disclosure provides a gaming machine having a novel gameplay.

Means for Solving the Problems

[0005] The first aspect is a gaming machine that can perform a process to advance a game in any of a plurality of sections, including a first section in which at least one set of set games consisting of one or more games and having a continuation rate can be executed, and a second section in which no set games are executed, wherein in the set game, a point awarding process that determines whether or not to award points, a continuation rate addition process that determines whether or not to add to the continuation rate of the ongoing set game, and a continuation determination process that determines whether or not to execute the next set game after the ongoing set game based on the continuation rate of the ongoing set game are each executed at least once, and when it is determined in the continuation determination process that the next set game will not be executed, a process to transition from the first section to the second section can be executed, and when it is determined in the continuation determination process that the next set game will be executed, the set game can be repeatedly executed in the first section. [Effects of the Invention]

[0006] According to this disclosure, it is possible to provide a gaming machine with novel gameplay. [Brief explanation of the drawing]

[0007] [Figure 1] This is a front view of a slot machine. [Figure 2] This is a block diagram schematically showing the configuration of the slot machine and card unit. [Figure 3] This figure shows an example of the arrangement of symbols on a spinning reel. [Figure 4] This diagram illustrates the state transitions in the first game state. [Figure 5] This diagram illustrates the state transitions in the second game state. [Figure 6] This diagram illustrates the state transitions within the gameplay period. [Figure 7] This diagram illustrates the connection / communication relationships between the main control board, the game value control board, and the sub-control board. [Figure 8] This diagram shows a part of the gameplay flow of the slot machine according to this embodiment. [Figure 9] This diagram shows the point retention rate addition table used in the point-focused zone. [Figure 10] This diagram shows an example of the visual effects displayed on the LCD screen during a set game. [Figure 11] This is a flowchart showing the processing of the point-focused zone. [Figure 12] This is a flowchart showing the processing of the point-focused zone. [Modes for carrying out the invention]

[0008] [Embodiment] A slot machine 1 according to an embodiment of the gaming machine of this disclosure will be described with reference to the drawings. In the following description, "connection" includes cases where the connected objects are directly connected to each other, and cases where the connected objects are indirectly connected to each other via other circuit boards, devices, etc.

[0009] In this embodiment, we illustrate a case where slot machine 1 is a type of revolving game machine that handles the quantity of game value (number of tokens) as electronic data without using physically existing tokens. Unlike conventional slot machines, this slot machine 1 does not require the insertion and dispensing of physical tokens, and the game can proceed using a pseudo-game medium that has been converted into electronic data as data for game value. Such a slot machine 1 is referred to as a tokenless machine, Smart Slot (registered trademark), or sealed revolving game machine.

[0010] The simulated game medium, or game value, increases or decreases as the game progresses. Therefore, players can play without actually holding physical tokens, and can also check the amount of game value they possess during gameplay through the credit display on slot machine 1.

[0011] FIG. 1 is a front view of the above-described slot machine 1. As shown in FIG. 2, this slot machine 1 is communicably connected to a card unit 9. First, the card unit 9 will be described below.

[0012] The card unit 9 (corresponding to an external device) is a device capable of executing processes related to lending game values to the slot machine 1 and returning them from the slot machine 1.

[0013] Although not shown, on the outer surface of the card unit 9, in addition to a cash insertion opening and a card insertion / removal opening, there are provided a display panel capable of displaying an input instruction for a password, a lending balance, etc., a game value lending button, and a card ejection button. Inside the card unit 9, in addition to an I / F for communication with the slot machine 1, as shown in FIG. 2, a cash management mechanism 91, a card management mechanism 92, and a card unit side control unit 93 are provided.

[0014] The cash management mechanism 91 introduces, detects, and accumulates the banknotes inserted through the cash insertion opening inside the card unit 9.

[0015] The card management mechanism 92 introduces and accommodates the cards inserted through the card insertion / removal opening, and ejects the cards from the insertion / removal opening when the card ejection button is operated. <省

[0016] <省 The card unit side control unit 93 is composed of a CPU, a RAM, a ROM, etc. The card unit side control unit 93 performs operation control of the cash management mechanism 91 and the card management mechanism 92 respectively, game value lending processing, card authentication processing, data reading processing and writing processing from the card, etc.

[0017] The operation of the cash management mechanism 91 includes processes to operate the cash management mechanism 91 so that the inserted banknotes are introduced into the card unit 9, processes to issue an error notification if the inserted banknotes become jammed inside the cash management mechanism 91, and processes to add the game value corresponding to the inserted banknotes to the current loan balance and temporarily store it in RAM.

[0018] The operation processes of the card management mechanism 92 include processes that operate the card management mechanism 92 so that an inserted card is introduced into the card unit 9, and processes that operate the card management mechanism 92 so that a card is ejected when the card ejection button is operated.

[0019] The lending process for game value includes the process of sending data of the amount of game value to be lent to slot machine 1 in response to the operation of the lending button. During this transmission, the card unit 9 also performs a process of subtracting the amount of game value to be lent from the game value data of the loan balance that is temporarily stored in RAM.

[0020] The card authentication process includes determining whether the entered PIN matches the PIN written on the card when the card is inserted into the insertion / ejection slot and a PIN is entered via the display panel. If the card unit control unit 93 determines that they match, it allows the authenticated card to continue to be used; however, if it determines that they do not match, it may not allow the authenticated card to continue to be used (restrict its use).

[0021] The process of reading data from the card includes reading the game value data if it is written to the card, and temporarily storing it in RAM as the loan balance.

[0022] The process of writing to the card includes receiving game value data when it is transferred to the card unit 9 in response to the operation of the counting button 46 (described later) of the slot machine 1, temporarily storing the data in RAM, and then writing the data to the card in response to the operation of the card eject button. If game value data has already been written to the card when the card eject button is operated, the card unit control unit 93 adds the amount of game value received from the slot machine 1 to the data and writes it to the card (update process).

[0023] As a result, when the card ejection button is operated on the card unit 9, a card containing at least one of the game value and loan balance data owned by the player is ejected from the card insertion / ejection opening.

[0024] Furthermore, the card unit 9 is connected to devices other than the slot machine 1, such as a hall computer and a unit management computer (not shown), and is capable of communicating with them. Various information related to the slot machine 1, such as the number of games played in advantageous game states (AT, CZ, special role (bonus) state, etc.), the change in the quantity of game value, the number of games played, and the ratio of special roles, is sent from the card unit 9 to the hall computer and the unit management computer.

[0025] <Slot machine configuration> As shown in Figure 1, the coinless slot machine 1 has a casing 10. A front door 100 is provided on the front of the casing 10.

[0026] A keyhole is provided near the right end of the front door 100 when viewed from the front. The keyhole allows a key to be inserted to lock or unlock the front door 100 and the cabinet 10. During gameplay, the front door 100 and the cabinet 10 remain locked, preventing players from accessing the inside of the cabinet 10. Furthermore, since the slot machine 1 is a coinless machine, there is no need to install a selector or hopper device inside the cabinet 10, eliminating the need for store staff to replenish actual tokens during gameplay. Therefore, during gameplay, except in cases where an error occurs in the slot machine 1, store staff will generally not need to unlock the front door 100 and the cabinet 10. When store staff perform setting changes, setting value checks, maintenance work, etc., the front door 100 and the cabinet 10 are unlocked, and the front door 100 becomes rotatable relative to the cabinet 10. This allows store staff to access the inside of the cabinet 10.

[0027] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, the player can see the multiple symbols displayed on the surfaces of the multiple rotating reels 20a, 20b, and 20c, which will be described later.

[0028] Above the reel window 200 are an LCD screen 3, a speaker 102, and an illuminated unit 103 for displaying various effects during gameplay. The LCD screen 3, speaker 102, and illuminated unit 103 constitute the notification unit.

[0029] LCD screen 3 displays various animation videos (animation screens) while the player is playing. A sub-LCD screen 30 capable of displaying various game-related animations is provided to the side of the reel window 200. The sub-LCD screen 30 is a touch panel and also serves as an operation unit that can be operated by touch.

[0030] Speaker 102 outputs predetermined background music (BGM), sound effects (SE), and voice.

[0031] The lighting unit 103 lights up or turns off in a predetermined pattern, for example, when a highly anticipated performance screen is displayed or when a winning combination is achieved.

[0032] Below the reel window 200, an operating unit 4 is provided. The operating unit 4 is positioned so that it can be seen and touched by the player. The operating unit 4 includes multiple stop switches 40a, 40b, 40c, a bet switch 41, a lever 42, a media display unit 43, a game information display unit 44, a cancel button 45, a counting button 46, and a performance button 47, among others.

[0033] Each stop switch 40a, 40b, and 40c is provided corresponding to each rotating reel 20a, 20b, and 20c. Each stop switch 40a, 40b, and 40c accepts operation to stop the rotation of each rotating reel 20a, 20b, and 20c while they are rotating.

[0034] Lamps may be provided inside each stop switch 40a, 40b, 40c. The lamps can, for example, use color to indicate that the stop switches 40a, 40b, 40c are inoperable from the time the lever 42 is operated until each rotating reel 20a, 20b, 20c reaches a steady rotation state. The lamps can also use a different color to indicate that the stop switches 40a, 40b, 40c are operational from the time each rotating reel 20a, 20b, 20c reaches a steady rotation state until the stop switches 40a, 40b, 40c are operated.

[0035] The bet switch 41 is used when betting game value. In this embodiment, an example is shown where pressing the bet switch 41 once automatically bets a predetermined number of game values ​​(for example, 3 coins) that can be used for one game.

[0036] Lever 42 functions as a start switch that accepts input to rotate each of the spinning reels 20a, 20b, and 20c. Note that for the spinning reels 20a, 20b, and 20c to start, a "wait condition" must be met, which is an interval of at least the minimum game time (approximately 4.1 seconds) between the start of the spinning reels 20a, 20b, and 20c in the previous game and the start of the spinning reels 20a, 20b, and 20c in the next game. Therefore, when lever 42 is operated, each of the spinning reels 20a, 20b, and 20c will start only after this wait condition has been met.

[0037] The media display unit 43 displays the quantity of game value (hereinafter also referred to as the number of credits) and the number of game value payouts managed by the media management unit 620 of the slot machine 1, and is composed of, for example, multiple 7 segments.

[0038] In this embodiment, "the number of game value payouts" does not refer to the action of dispensing actual tokens to the outside of slot machine 1, but rather to an increase in game value based on the winning combination determined by the internal lottery. In other words, the number of game value payouts is an increase in the numerical value of the digitized pseudo-game medium.

[0039] In this embodiment, a credit limit is set for the number of credits. This credit limit is unrelated to the operation process of the complete function, which will be described later, and is used in a notification process to prompt the player to transfer game value to card unit 9 when the amount of game value being managed is relatively large. This notification process will be described later in "-Media Management Unit-".

[0040] The game information display unit 44 displays information related to the game other than the information displayed on the media display unit 43, and is composed of LEDs, lamps, 7-segment displays, etc. The information displayed by the game information display unit 44 includes the number of bets for the game value in one game, whether or not a special role has been achieved, whether or not a replay (re-play) has been won, and if an operation type role is won during AT or ART, the code corresponding to the correct operation type of that operation type role, etc.

[0041] The cancel button 45 can accept an operation to change the game value that is currently bet to an unbetted state. For example, if the cancel button 45 is pressed while the game value is bet and is 1 or more, the media management unit 620 (described later) updates the bet game value to "0" and adds the amount of the game value that was bet just before it became "0" to the managed game value. As a result, the number of credits displayed by the media display unit 43 increases by the amount of the bet game value. In other words, the cancel button 45 is a button that causes the media management unit 620 to execute a bet cancellation process that returns the bet game value to the number of credits by transitioning from a bet state to an unbet state.

[0042] The bet cancellation process based on the operation of the cancel button 45 is effective when a bet is placed but the lever 42 has not yet been operated, and is ineffective from the time the lever 42 is operated until the game based on that lever 42 operation is completed. In this embodiment, the cancel button 45 is located near the bet switch 41.

[0043] The counting button 46 can receive an operation to transfer game value data, which is managed by the media management unit 620 of the slot machine 1, from the media management unit 620 to the card unit 9. For example, if the counting button 46 is operated while the managed game value is 1 or greater, the media management unit 620 subtracts the managed game value towards 0. The data of the subtracted game value is then transmitted to the card unit 9.

[0044] The amount of the game value being managed that is deducted when the counting button 46 is operated once may be predetermined, for example, "1" or "50". Also, the game value being managed may continue to be deducted while the counting button 46 is operated continuously.

[0045] In this embodiment, the counting button 46 is located on the side of the operation unit 4 that is closer to the card unit 9 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 46 is a button related to the card unit 9, and also makes the flow of operations from pressing the counting button 46 until a card is ejected from the card unit 9 smoother.

[0046] Furthermore, the counting button 46 may be equipped with a lamp inside or around the button 46 that changes its illuminated color before and after operation.

[0047] The performance button 47 is used by players to adjust volume settings, check game data, and configure various other game-related menus while playing. The performance button 47 may also be pressed by the player during gameplay in response to the game's effects. If the performance button 47 is pressed during gameplay, the game's effects will change.

[0048] Furthermore, the performance button 47 may be equipped with a lamp capable of emitting light in various colors and patterns. This lamp lights up when the performance button 47 is operational and remains off when it is inoperable. Additionally, when the performance button 47 is operated, a winning notification animation for a special role or an advantageous game state such as AT is output, the lamp can flash rapidly in a different color than when it is normally lit, such as red or rainbow colors.

[0049] Sensors are provided near each switch in these control units 4 to detect the player's actions and output an operation signal to the control unit 6.

[0050] As shown in Figure 2, the slot machine 1 comprises a rotating reel unit 2, a control unit 6, a reset button 71, and a setting change button 72. The rotating reel unit 2, the control unit 6, the reset button 71, and the setting change button 72 are located inside the housing 10, along with a power supply unit (not shown) that turns the main power of the slot machine 1 on and off.

[0051] As shown in Figures 1 and 2, the rotary reel unit 2 comprises three rotary reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The rotary reel unit 2 is positioned inside the housing 10, corresponding to the position of the reel window 200. As shown in Figure 3, each of the rotary reels 20a, 20b, and 20c has multiple patterns (symbols) arranged at intervals along the circumferential direction of the rotary reel 20a, 20b, and 20c. The stepping motors 21a, 21b, and 21c are provided corresponding to each rotary reel 20a, 20b, and 20c, and drive the corresponding rotary reels 20a, 20b, and 20c.

[0052] Stepping motors 21a, 21b, and 21c stop the rotation of the rotating reels 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, and 40c within 190 milliseconds after the stop switch 40a, 40b, and 40c is operated while the rotating reels 20a, 20b, and 20c are rotating. Stepping motors 21a, 21b, and 21c complete one rotation in 504 steps. As a result, the rotating reels 20a, 20b, and 20c rotate at a speed of 80 revolutions per minute. That is, the number of steps advanced within 190 milliseconds is 127.

[0053] The rotation and stopping of these rotating reels 20a, 20b, 20c and stepping motors 21a, 21b, 21c are controlled by the rotating reel control unit 611 (described later) in the control unit 6.

[0054] The reset button 71 is operated to clear various errors and to initialize the RAM that makes up the control unit 6. For example, if the power of the slot machine 1 is switched from off to on while the reset button 71 is pressed, the amount of game value managed by the media management unit 620 of the slot machine 1 is cleared to "0", and the second game state of the slot machine 1 is set to "general game state", and the game section is set to "normal section".

[0055] The setting change button 72 is a button that is pressed by store staff when setting one of several setting values ​​for slot machine 1. For example, when slot machine 1 is set to setting change mode and the power to slot machine 1 is switched from off to on, the setting change button 72 becomes operational, and by operating the setting change button 72 in this state, it becomes possible to set a setting value.

[0056] During gameplay or while waiting for gameplay, the cabinet 10 and the front door 100 are locked, making it impossible for anyone other than those authorized to unlock them (e.g., store staff with a key) to access the reset button 71 and the setting change button 72. Unlocking is generally limited to cases where an error occurs in the slot machine 1. Therefore, players cannot access the reset button 71 and the setting change button 72.

[0057] The setting value represents the payout rate, which is the ratio of the total amount of game value paid out to the total amount of game value inserted into slot machine 1. The set setting value affects the internal lottery. This is because the probability of winning at least some of the winning combinations differs depending on the setting value. The setting value is set by the store staff before the store opens.

[0058] <How the game is played by the player> The player can adjust the volume output from speaker 102 and the brightness of LCD screen 3 by pressing the effect button 47 as needed.

[0059] The player operates the lending button on the card unit 9 to transfer the game value data to the slot machine 1, and then operates the bet switch 41 to bet the game value on the slot machine 1 using the game value managed by the media management unit 620. Once a predetermined number of game values ​​have been bet on the slot machine 1, the active line L is activated. After that, the lever 42 can be operated, i.e., the game can be started.

[0060] Figure 1 illustrates a case where the active line L consists of a single upward-sloping line. The active line L is a virtual line used to determine winning combinations. In this embodiment, the active line L is activated when a MAX BET (3-coin bet) is made.

[0061] In the following, "winning" refers not only to the alignment of symbols that pay out medals, such as bells and watermelons, on the active payline L, but also to the alignment of symbols corresponding to specific roles, such as special replays, chance symbols, and special roles (bonuses), on the active payline L.

[0062] In this embodiment, one game (one play) refers to a series of actions by which a player operates the bet switch 41, lever 42, and stop switches 40a, 40b, and 40c to obtain the result of a game, including internal drawing, prize determination processing, and processing to increase or decrease the game value.

[0063] Specifically, when the lever 42 is operated (lever on) in a state where the game can be started, an internal lottery is held to determine the winning flag, and the rotation of each reel 20a, 20b, and 20c begins. In this state, when any of the stop switches 40a, 40b, or 40c is operated, the reels 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, or 40c stop. Once all the reels 20a, 20b, and 20c have stopped, a predetermined amount of game value is paid out according to the combination of symbols (winning combinations) that lined up (won) on the active line L. This completes one game.

[0064] The player repeatedly plays the above game. As the game is repeated, the game progresses, and the displays on LCD screen 3 and sub-LCD screen 30, the sound output from speaker 102, and the illumination of the lighting unit 103 change according to the progress of the game.

[0065] <Regarding the game status> During gameplay, various types of game intervals and game states are set, and internal draws are conducted based on the set types of game intervals and game states. As shown in Figures 4 and 5, the game states include the first game state and the second game state. Note that the first game state and the second game state are not mutually exclusive game states, but are merely classified states for the sake of explanation.

[0066] The first game state, as shown in Figure 4, includes the state where special roles are not carried over (non-internal bonus state), the state where special roles are carried over (internal bonus state), and the state where special roles are performed (bonus state). The state where special roles are not carried over, the state where special roles are carried over, and the state where special roles are performed are mutually exclusive.

[0067] The "no special role carryover" state refers to a state in which no special roles (Type 1 BB and Type 2 BB) have been won through internal drawing, and no special role wins have been carried over. The "no special role carryover" state is set when the setting value is changed, when the RAM is initialized, or when condition A is met, such as when the payout of game value exceeds a predetermined number after transitioning to the special role execution state.

[0068] The "special role carryover" state refers to a situation where a special role has been selected through an internal draw, but the award for that special role has been carried over. In other words, the "special role carryover" state means that the flag for a special role has been selected through an internal draw, but the symbols indicating that special role have not yet lined up on the active payline L, and therefore the special role has not yet been awarded.

[0069] Here, Type 1 BB is a continuous activation device for a Type 1 special prize, and Type 2 BB is a continuous activation device for a Type 2 special prize. For example, the number of bets required for Type 1 BB and Type 2 BB to become winning candidates may differ, such that Type 1 BB becomes a winning candidate when the number of bets is the maximum number "3", and Type 2 BB becomes a winning candidate when the number of bets is less than the maximum number. Also, there may be only Type 1 BB as a special prize. Furthermore, it is not possible to win another Type 1 BB while a Type 1 BB is being carried over.

[0070] If a special prize is won while the first game state is in the state where no special prizes are carried over, the first game state will transition from the state where no special prizes are carried over to the state where the winning special prize is carried over.

[0071] When a winning special role is achieved (Condition B), the first game state transitions from the special role carryover state to the special role implementation state. The special role implementation state is a state in which a special role (bonus) won through internal drawing has been achieved, and the payout of a predetermined number of game values ​​has not yet been completed. For example, if the first game state transitions to the special role implementation state due to the achievement of a Type 1 BB or Type 2 BB, the special role implementation state is maintained until the number of game values ​​paid out by the Type 1 BB or Type 2 BB exceeds a predetermined number.

[0072] More specifically, the special role implementation states include the Type 1 BB implementation state, the Type 2 BB implementation state, and the RB implementation state. If an RB is won through internal drawing while a Type 1 BB is being implemented, the special role implementation state transitions from the Type 1 BB implementation state to the RB implementation state. After 12 games have been played or a specific role has been won 8 times in the RB implementation state, the special role implementation state transitions to the Type 1 BB implementation state.

[0073] The second game state, as shown in Figure 5, includes the general game state, the chance zone (hereinafter sometimes referred to as CZ), and the AT state as a special game state. The special game state includes the AT state and the special role execution state. The general game state, CZ, and AT state (special game state) are mutually exclusive.

[0074] The general game state is a state that is neither an AT state nor a special game state such as a special role execution state, nor is it a CZ (Chance Zone), meaning that the assist function (instruction function) does not occur (or is unlikely to occur). For example, from the time after a RAM clear or the end of an AT until an AT lottery is won, the second game state is set to the general game state. As an example, when the game section is an advantageous section, the AT lottery is conducted according to the role (rare role, etc.) won by the internal lottery.

[0075] The AT state is a state in which the assist function (AT function) is active, which notifies the player of the correct operation of the stop switches 40a, 40b, and 40c for roles other than special roles that have been won by internal lottery, via the LCD screen 3, speaker 102, and illuminated unit 103. If an AT is won in the AT lottery while the game section is in the advantageous section, the second game state transitions from the general game state to the AT state. The second game state transitions from the AT state to the general game state when a predetermined number of games have elapsed since the start of the game in the AT state, when the total number of payouts of game value since the start of the game in the AT state reaches a predetermined number, when the AT state continuation lottery decides not to continue the AT, or when the transition from the AT state to the general game state lottery decides to transition to the general game state. At this point, the AT state ends.

[0076] CZ (Chance Zone) is a second game state in which the probability of transitioning to AT (Special Game State) is higher than in the normal game state. A higher probability of transitioning to AT state includes both direct factors such as a higher probability of transitioning to AT state from CZ, and indirect factors such as increasing the probability of subsequent transitions to AT state. Therefore, CZ can be said to be a state in which the game is more advantageous for the player than in the normal game state. While both CZ and AT state are states in which the game is more advantageous for the player than in the normal game state, the AT state is even more advantageous than CZ. CZ can be entered when certain conditions are met, such as winning the CZ lottery based on the winning combination in the internal lottery, reaching a predetermined number of games in the advantageous section, or reaching a predetermined value of points accumulated as the game progresses.

[0077] <About the gaming area> The aforementioned game section is a section for determining whether or not processing related to the instruction function is performed. As shown in Figure 6, the game section has a normal section and a favorable section. The normal section and the favorable section are mutually exclusive, and the game section can be either a normal section or a favorable section.

[0078] Here, the processing related to the instruction function includes the processing of activating the instruction function (providing assistance), the drawing process for a mode in which the probability of winning the AT is determined, the processing of transitioning to the said mode, the drawing process for the CZ, the CZ processing, the drawing process for the AT, the AT continuation processing, the AT increase processing (including the increase in the number of AT continuation games, the increase in the difference in tokens, and the increase in the number of sets), the processing of transitioning from the AT state to the general game state, the AT processing, the processing of transitioning from the advantageous section to the normal section, and so on.

[0079] The normal section is a section in which processing related to instruction functions cannot be executed, but the section transition process to the advantageous section is performed. If certain conditions for transitioning to the advantageous section are met in the normal section, the game section transitions from the normal section to the advantageous section. Note that the game section can be in the normal section while the second game state is the general game state.

[0080] The advantageous period is a period in which processing related to the instruction function can be executed. The advantageous period includes the advantageous period that proceeds when the second game state is the general game state, the advantageous period that proceeds in the CZ, and the advantageous period that proceeds in the AT state. The state in which the game period is an advantageous period is maintained from the time the game period transitions to the advantageous period until predetermined termination conditions are met. The predetermined termination conditions will be described later in "-Period Control Unit--".

[0081] Here, as a summary of the above, we will list the possible combinations of game intervals and second game states that can occur in slot machine 1. • Pattern 1: The game section is the normal section, and the second game state is the general game state. Pattern 2: The game section is the advantageous section, and the second game state is the general game state. Pattern 3: The game section is the advantageous section, and the second game state is the CZ (Chance Zone). • The game section is the advantageous section, and the second game state is the AT state (Pattern 4) As mentioned above, when the game is in a normal game mode, no processing related to the instruction function can be performed, so it can be said that there are few advantages for the player. On the other hand, when the game is in a favorable game mode, processing related to the instruction function can be performed, which broadens the range of game progression and can be said to be more advantageous for the player compared to a normal game mode.

[0082] <Configuration of each control unit> As shown in Figure 2, the control unit 6 mainly consists of a main control unit 61, a game value control unit 62, and a sub-control unit 63. The main control unit 61 performs interrupt processing such as timer interrupts, and controls the internal lottery and the rotating reels 20a, 20b, and 20c to advance the game. The game value control unit 62 manages and processes game value and controls communication with the card unit 9. The sub-control unit 63 performs control related to the effects based on signals transmitted from the main control unit 61 and when the effect button 47 is pressed.

[0083] The main control unit 61, the game value count control unit 62, and the sub-control unit 63 each consist of a CPU, RAM, and ROM. The ROM of the main control unit 61 stores programs necessary for game progression, and the RAM of the main control unit 61 stores game data necessary for game progression. The game data includes the current number of games, data indicating the state or section of each game, and setting values. The ROM of the game value count control unit 62 stores programs necessary for managing game values ​​and communicating with the card unit 9, and the RAM of the game value count control unit 62 stores the total number of game values ​​being managed. The ROM of the sub-control unit 63 stores programs necessary for controlling the effects, and the RAM of the sub-control unit 63 stores various data related to effect control.

[0084] Here, the connection relationships and communication processing of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be explained using Figure 7. In this embodiment, the main control unit 61, the game value control unit 62, and the sub-control unit 63 are each mounted on different circuit boards.

[0085] The main control board P1, on which the main control unit 61 is mounted, and the game value control board P2, on which the game value count control unit 62 is mounted, are electrically connected by a harness, enabling bidirectional serial communication. Information and commands transmitted from the main control board P1 to the game value control board P2 include external terminal information, whether or not settings are being changed, commands related to various errors, a bet request signal for game value when the bet switch 41 is operated, a payout request signal for game value corresponding to the winning combination, a bet cancellation processing request signal when the cancel button 45 is operated, and a transfer request for game value when the count button 46 is operated. Information and commands transmitted from the game value control board P2 to the main control board P1 include information that the complete function has been activated, information that the number of credits has reached the upper limit, information regarding whether or not there is a communication abnormality between the card unit 9 and the slot machine 1, and various responses to requests from the main control unit 61.

[0086] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication takes place from the main control board P1 to the sub-control board P3. The information and commands transmitted from the main control board P1 to the sub-control board P3 include information related to game value (e.g., bet / payout information for game value, total number of game values ​​acquired during AT), information indicating the start / end of the game, information indicating the start / end of the mechanism operation, information related to various errors, and information related to the game status.

[0087] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but only one-way serial communication takes place from the game value control board P2 to the sub-control board P3. The information and commands transmitted from the game value control board P2 to the sub-control board P3 include the MY value (described later), information indicating the operation of the complete function, commands related to prior notification before the operation of the complete function, information related to the transfer of game value (e.g., that the transfer has started, that the transfer is in progress, that the transfer is complete, etc.), information indicating the number of credits and the number of acquired coins, information indicating that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.

[0088] <Main Control Unit> Returning to Figure 2, the CPU reads and executes the program in ROM, causing the main control unit 61 to function as the internal lottery unit 610, the rotating reel control unit 611, the game result determination unit 612, the game progress control unit 614, the section control unit 615, the game state control unit 616, and the error determination unit 617.

[0089] —Internal Lottery Department— The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42 and selects one of several winning flags as the winning flag. Specifically, when the lever 42 is operated, the internal lottery unit 610 performs an internal lottery according to an internal lottery table (not shown) and a random number obtained when the lever 42 is operated. Based on the result of the internal lottery, the internal lottery unit 610 generates an internal lottery result signal. The internal lottery result signal can be used by the reel rotation control unit 611 and the game progress control unit 614, etc.

[0090] The internal lottery table shows information about possible winning combinations through internal lottery. Based on the internal lottery table, the internal lottery unit 610 performs an internal lottery according to the combination of the RT state (not shown) when the lever 42 is operated, the type of special combination (during a bonus), and the setting value. The information about the winning combinations shown in the internal lottery table has one or more combinations of symbols associated with the winning combinations that match those combinations. These winning combinations include losing combinations that do not pay out any game value, as well as operation type combinations that pay out game value when the operation of the stop switches 40a, 40b, and 40c is in the correct operation type, and rare combinations.

[0091] The operation type roles include push-order roles in which the correct operation type is determined solely by the order in which stop switches 40a, 40b, and 40c are pressed; push-order roles that require precise timing of stopping a predetermined symbol in addition to the order of pressing the buttons; and precise timing roles in which the correct operation type is determined solely by the timing of stopping a predetermined symbol.

[0092] For example, if a button sequence combination is won and the stop switches 40a, 40b, and 40c are pressed in that order, the combination is awarded, and a payout of multiple game values ​​(e.g., 8 coins) corresponding to that combination is paid out. If a button sequence combination is won but the stop switches 40a, 40b, and 40c are not pressed in that order, the combination is not awarded, or another combination (such as a 1-coin combination) is awarded.

[0093] Furthermore, operational type wins, such as button-press sequence wins, can be won not only in AT mode but also in general gameplay mode and during CZ (Chance Zone). If an operational type win occurs in general gameplay mode, the correct operational type is not announced, so the win may be missed or only one coin may be paid out. In AT mode, the correct operational type is often announced, and if the stop switches 40a, 40b, and 40c are operated according to the correct operational type, multiple (for example, 8 coins) game values ​​will be paid out.

[0094] —Rotating Reel Control Unit— The rotary reel control unit 611 controls the drive of the stepping motors 21a, 21b, and 21c based on the operation of the lever 42 or each stop switch 40a, 40b, and 40c, and performs rotation start control to start the rotation of each rotary reel 20a, 20b, and 20c, or rotation stop control to stop the rotation.

[0095] Specifically, if the lever 42 is operated while all of the rotating reels 20a, 20b, and 20c are stopped, the rotating reel control unit 611 will start all of the rotating reels 20a, 20b, and 20c. If a stop switch 40a, 40b, or 40c corresponding to the rotating reel 20a, 20b, or 20c is operated while at least one of the rotating reels 20a, 20b, or 20c is rotating, the rotating reel control unit 611 will stop the rotation of the rotating reel 20a, 20b, or 20c corresponding to the operated stop switch 40a, 40b, or 40c.

[0096] In rotation stop control, the rotation reel control unit 611 can stop the rotation of the rotation reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c, so that the combination of symbols corresponding to the winning combination indicated by the winning flag is placed on the active line L of the rotation reels 20a, 20b, and 20c, thereby resulting in a win.

[0097] Furthermore, in the rotation stop control, the rotation reel control unit 611 performs pull-in control or kick-out control according to the winning combination and the position of the rotation reels 20a, 20b, and 20c when each stop switch 40a, 40b, and 40c is operated. Pull-in control is a control that stops the rotation of the rotation reels 20a, 20b, and 20c by pulling the symbols corresponding to the winning combination onto the active line L. Kick-out control is a control that stops the rotation of the rotation reels 20a, 20b, and 20c so that the symbols corresponding to the non-winning combination do not line up on the active line L.

[0098] Furthermore, while a special role is being carried over (in-bonus mode), the reel control unit 611 stops the reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c. However, if the conditions for granting a special role are not met, it is possible to control the system so that the winning special role (bonus) is not awarded.

[0099] —Game Result Determination Unit— The game result determination unit 612 determines the game result based on the results of the internal lottery and the rotation stop control of the rotating reels 20a, 20b, and 20c. The game result refers to the result of determining whether or not a winning combination has been awarded based on the symbols that lined up on the active line L. Specifically, the game result determination unit 612 determines that a winning combination has been awarded when the combination of symbols that stopped on the active line L matches a predetermined combination of symbols.

[0100] —Game Progression Control Unit— The game progress control unit 614 controls the game progress based on the player's actions. In doing so, the game progress control unit 614 controls the game progress by the player based on settings set by the store staff.

[0101] Furthermore, when the reset button 71 is pressed, the game progress control unit 614 initializes the RAM of the main control unit 61, thereby clearing game data such as the first and second game states and game intervals. When the setting change button 72 is pressed, the game progress control unit 614 changes the current setting value to another setting value.

[0102] —Section Control Unit— The section control unit 615 sets one of several game sections (normal section and advantageous section) when a player is playing the game.

[0103] Specifically, when the game section is in a normal section, the section control unit 615 sets (transitions) the game section from a normal section to a favorable section when the conditions for transitioning to a favorable section are met.

[0104] Furthermore, the section control unit 615 decides whether to maintain the advantageous section state or transition to the normal section if the game section is in an advantageous section. For example, if the game section is in an advantageous section and predetermined conditions are met, such as the second game state transitioning from the AT state to the general game state, the section control unit 615 will transition the game section from the advantageous section to the normal section, even if the forced termination conditions described later are not met.

[0105] Furthermore, the section control unit 615 forcibly transitions the game section from the advantageous section to the normal section when a forced termination condition is met, including when the difference in game value during the advantageous section, based on the quantity of game value at the time of entering the advantageous section, reaches, for example, 2400 coins.

[0106] In this embodiment, a limit is set on the difference in game value that can be obtained in the advantageous period. The difference is the cumulative value obtained by subtracting the number of bets from the number of game value payouts. The limit on the difference in game value that can be obtained in the advantageous period is, as in the example of the forced termination condition of the advantageous period described above, when the difference in game value during the advantageous period, based on the amount of game value at the time of entering the advantageous period, reaches, for example, 2400 coins (a predetermined limit). Since the amount of game value at the time of entering the advantageous period is used as the basis (for example, the difference is indicated as "0"), the predetermined limit (2400 coins) can also be said to be the limit on the amount of increase that will result in a positive game value for players who have been playing continuously since entering the advantageous period. Let's explain using two specific examples. In the first example, suppose that the player remains in a losing state (the number of game value tokens bet is greater than the number of tokens paid out) from the start of the advantageous period, and the difference becomes negative, reaching a low point (for example, -1000 tokens). After that, suppose that the player remains in a winning state (the number of game value tokens bet is less than the number of tokens paid out), and the difference in game value from the start of the advantageous period returns to 0. Furthermore, if the winning state continues, the point at which the advantageous period is forcibly terminated, when the difference in game value from the start of the advantageous period reaches the predetermined limit of 2400 tokens, is when the difference in game value from the point at which the low point was reached reaches 3400 tokens. The player's remaining game value will temporarily become -1000 tokens, then become +3400 tokens, and the condition for the forced termination of the advantageous period is met when the total becomes +2400 tokens. On the other hand, in the second example, if the winning state continues from the time the advantageous period begins, the difference in game value from the time the advantageous period began will reach 2400 coins, and the advantageous period will be forcibly terminated. The condition for the forced termination of the advantageous period is met when the player's remaining game value never goes into the negative and reaches +2400 coins.

[0107] In this specification, the quantity of game value (e.g., the number of tokens) may be expressed as "number of tokens," and the difference between the quantity of game value bet and the quantity of game value obtained as a result of the game may be expressed as "difference in tokens." However, these expressions are not limited to gaming machines that use game media such as tokens, and for the sake of explanation, the term "number of tokens" is also used in gaming machines that use the quantity of digitized pseudo-game media as the quantity of game value.

[0108] Furthermore, the section control unit 615 sets the game section to the normal section regardless of the game section immediately before the reset, if the setting value is changed or the game data is cleared.

[0109] —Game State Control Unit— The game state control unit 616 sets the first game state and the second game state, respectively.

[0110] Specifically, the game state control unit 616 sets the first game state to one of the following: no special role carried over, special role carried over, or special role performed, and sets the second game state to one of the following: general game state, CZ (Chance Zone), or AT (Attack Time) state.

[0111] As an example, as shown in Figure 4, the game state control unit 616 sets the first game state to the no-special-win state when predetermined conditions such as RAM clearing or setting changes of the main control unit 61 are met. Immediately after a special win is won by internal lottery, the game state control unit 616 sets the first game state to the special-win-win-carry state. If that special win is awarded, the game state control unit 616 sets the first game state to the special-win-execution state.

[0112] Furthermore, as shown in Figure 5, the game state control unit 616 determines whether or not to set the second game state to the AT state (i.e., whether or not an AT has been won) based on the result of the AT lottery. If an AT lottery is won during the advantageous period, the game state control unit 616 sets the second game state to the AT state. Conversely, if an AT lottery is not won, the game state control unit 616 can set the second game state to the general game state or the CZ. Also, when the AT ends, the game state control unit 616 can transition the second game state from the AT state to the general game state or the CZ.

[0113] Although not shown in the diagram, the game state control unit 616 can control the transition between RT states. An RT state is an internal game state in which the probability of winning the replay flag is predetermined. The slot machine 1 has multiple RT states in which the probability of winning the replay flag is different from each other, and when the transition conditions for RT are met in any RT state, the game transitions from that RT state to another RT state. For example, during a special role carryover state in which AT can be executed, no transition of RT states occurs, and one RT state is maintained. In states other than the special role carryover state, transitions of RT states may occur.

[0114] ―Error detection unit― The error determination unit 617 determines whether or not various errors occur. Examples of various errors include backup failures, communication failures between the main control board P1 and the game value control board P2, connection failures between the slot machine 1 and the card unit 9, and reaching the upper limit of the number of credits.

[0115] If the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that occurred is sent from the main control unit 61 to the game value control unit 62 and the sub-control unit 63 as information about the error. As a result, the game value control unit 62 performs processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 performs processing to notify the content of the error that occurred on the LCD screen 3, the sub-LCD screen 30, the speaker 102, etc.

[0116] <Game Value Control Unit> When the CPU reads and executes the program in the ROM, the game value control unit 62 functions as a media management unit 620 and a complete operation control unit 621.

[0117] -Media Management Department- The media management unit 620 performs processing and management of increases and decreases in game value (number of credits). For example, the media management unit 620 increases the managed game value in response to the transfer of game value from the card unit 9. When it receives a bet request for game value from the main control unit 61, the media management unit 620 determines whether betting is possible based on the managed game value and the bet request. If the managed game value is equal to or greater than the number of bets, the media management unit 620 determines that betting is possible and subtracts the bet amount from the managed game value. If the managed game value is less than the number of bets, the media management unit 620 determines that betting is not possible and performs processing to send a message to the main control unit 61 to that effect. If betting is not possible, the amount of managed game value is maintained.

[0118] If a payout-generating combination is drawn through an internal lottery and that combination is awarded, the media management unit 620 performs a process to increase the game value being managed by an amount corresponding to the type of combination awarded.

[0119] Furthermore, if the cancel button 45 is pressed, the media management unit 620 increases the game value being managed by the amount that was bet. If the counting button 46 is pressed, the media management unit 620 transfers the game value data being managed to the card unit 9.

[0120] Furthermore, the media management unit 620 calculates the difference in game value, which is the cumulative value obtained by subtracting the number of bets from the number of game value payouts. Using this difference, the media management unit 620 calculates the following: (A) The difference in game value during each advantageous period. (B) The range (hereinafter referred to as MY value) which is the difference between the maximum and minimum values ​​of the difference after the power of slot machine 1 has been turned on.

[0121] The above (A) is used to determine whether the conditions for the forced termination of the advantageous period are met. The above (A) is calculated continuously from the time the game period transitions from the normal period to the advantageous period until it transitions back to the normal period. Therefore, the above (A) is cleared when the game transitions back to the normal period and calculation begins again when the game transitions back to the advantageous period.

[0122] The above (B) is used to control the operation of the following complete function. The above (B) is calculated as long as the power to slot machine 1 is on, regardless of the game section or various game states. The above (B) is cleared when the power to slot machine 1 is turned off and calculation starts again when it is turned on again.

[0123] Furthermore, the media management unit 620 determines whether the game value being managed, i.e., the number of credits, has reached the credit limit. If the number of credits reaches the credit limit, this fact is output to the main control unit 61 and the sub-control unit 63. As a result, the sub-control unit 63 uses the LCD screen 3, speaker 102, and illuminated unit 103 to perform notification processing, prompting the player to operate the counting button 46 to transfer the credit count data to the card unit 9. While this notification processing is in progress, the main control unit 61 performs game stop processing, such as disabling the bet switch 41 and lever 42, to halt the progress of the game. This notification processing and game stop processing can be released when the number of credits falls below the credit limit by transferring the credit count data through the operation of the counting button 46.

[0124] Furthermore, if the number of credits is lower than the credit limit but close to the credit limit, the game may not be stopped, and instead a notification prompting the player to operate the counting button 46 may be issued.

[0125] —Complete Operation Control Unit— The complete operation control unit 621 controls the operation of the complete function when the above-mentioned MY value becomes greater than or equal to the upper limit of MY (for example, 19000 or more).

[0126] The complete function is a stop function that renders slot machine 1 unplayable. When the complete function is activated, the parts of slot machine 1 necessary for playing, such as the bet switch 41, lever 42, and stop switches 40a, 40b, and 40c, become unresponsive. Therefore, even if the bet switch 41 is operated while slot machine 1 is activated, no bet will be processed. This complete function remains active unless the power to slot machine 1 is turned off by store staff. After the power to slot machine 1 is turned on again, the complete function is deactivated (the complete function is inactive).

[0127] Furthermore, if the complete operation control unit 621 becomes lower than the MY upper limit but close to or greater than the MY upper limit (for example, 18500 or more), it performs processing to send a pre-notification command to the sub-control unit 63 indicating that the complete function is about to be activated.

[0128] <Sub-control Unit> The CPU reads and executes the program in ROM, thereby enabling the sub-control unit 63 to function as the performance control unit 630 (corresponding to the notification control unit).

[0129] —Production Control Unit— The performance control unit 630 displays a selected performance video from among several types of performance videos on the LCD screen 3 or sub-LCD screen 30 based on the progress of the game, outputs sound effects and background music corresponding to the performance video from the speaker 102, and illuminates the lighting unit 103 with a lighting pattern corresponding to the performance video. For example, if an AT or bonus is won, the performance control unit 630 selects a performance pattern to display that fact on the LCD screen 3 or sub-LCD screen 30, and controls the display of the LCD screen 3 or sub-LCD screen 30, the sound output of the speaker 102, and the illumination of the lighting unit 103 according to the performance pattern.

[0130] The performance control unit 630 causes at least one of the LCD screen 3 and speaker 102 to notify the correct operation pattern of the winning operation pattern during AT (assist function, i.e., instruction function).

[0131] Furthermore, if the notification conditions for an effect that suggests the setting value are met during gameplay, the effect control unit 630 will cause at least one of the LCD screen 3, speaker 102, and illuminated unit 103 to display the notification for the effect. This effect can be used by the player as one of the means to understand what the setting value of the slot machine 1 currently being played is. Notification conditions include when a rare role is won, when a special role (bonus) is performed, and when the AT ends.

[0132] -Game Flow- Figure 8 shows a part of the game flow of the slot machine 1 of this embodiment. In this embodiment, the machine is configured to allow gameplay in the normal game state in the normal section, the normal game state in the advantageous section, the chance zone (CZ) in the advantageous section, and the AT state in the advantageous section.

[0133] As shown in Figure 8, if the conditions for transitioning to the advantageous section are met during a normal game state in the normal section, the game section transitions from the normal section to the advantageous section. If the conditions for transitioning to the CZ are met during a normal game state in the advantageous section, the game transitions to the CZ (corresponding to the third section). Upon transitioning to the CZ, an AT transition decision process (not shown) is executed. The AT transition decision process determines whether the AT transition conditions are met and whether to transition from the CZ to the AT state (special game state). If the AT transition decision process determines that the game should transition to the AT state, the game transitions from the CZ to the AT state. When the AT state ends, the game transitions to a normal game state in the normal section or a normal game state in the advantageous section. On the other hand, if the AT transition decision process in the CZ determines that the game should not transition to the AT state, the game transitions from the CZ to the normal game state in the advantageous section. Note that there are cases where the game transitions from the normal game state in the advantageous section to the AT state without going through the CZ (this is called a direct hit). For example, if the number of times the AT is not won in the CZ reaches a predetermined value, the game may transition directly from the normal game state to the AT state. In addition, although details will be explained later, if the number of consecutive plays in the set game described later reaches a predetermined value, the game may transition directly from the normal game state to the AT state.

[0134] <Point-focused zone (Section 1)> In this embodiment, a point awarding process can be executed during the general game state in the advantageous section to determine whether or not to award points. Points are a type of benefit that can be expressed numerically and accumulated. The point awarding process determines the amount of points to award if it is decided to award points. When points are awarded through the point awarding process, the newly awarded points are added to the points already held, and the awarded points are accumulated. One of the conditions for transitioning to the CZ in this embodiment is when the amount of points accumulated in the general game state reaches a predetermined value. That is, when the amount of points reaches a predetermined value, the game transitions from the general game state to the CZ. In this embodiment, the general game state in the advantageous section includes a normal zone (corresponding to the second section) and a point-specialized zone (corresponding to the first section). Point awarding processing can be executed in both the normal zone and the point-specialized zone, but the point-specialized zone is a zone in which more points can be awarded than in the normal zone. Specifically, the average number of points awarded per game in the point-focused zone is greater than the average number of points awarded per game in the normal zone. For example, in the normal zone, the range of points that can be awarded per game is 1 to 10 points, whereas in the point-focused zone, the range of points that can be awarded per game is 5 to 300 points. In the normal zone of this embodiment, the point-awarding process is performed for each game. By creating a point-focused zone in this way, it becomes possible to expedite the timing at which the conditions for transitioning to the CZ (Chance Zone) are met compared to when there is no point-focused zone.

[0135] The condition for transitioning from the normal zone to the point-focused zone is winning in the lottery process that is executed when the winning combination or prize combination in the normal zone is a transition combination (such as a rare combination). The point-focused zone allows for the execution of at least one set of games, each consisting of one or more games. A set of games only needs to consist of one or more games, but in this embodiment, one set of games consists of five games. A set of games has a continuation rate. In one set of games, the point awarding process, the continuation rate addition process, and the continuation determination process are each executed at least once. In this embodiment, the point awarding process and the continuation rate addition process are executed in the first to fourth games of the set, but the continuation determination process is not executed in the first to fourth games. In the fifth game of the set, the point awarding process and the continuation rate addition process are not executed, but the continuation determination process is executed. That is, in this embodiment, in one set of games, the point awarding process is executed four times, the continuation rate addition process is executed four times, and the continuation determination process is executed once. The continuation determination process only needs to be executed after the continuation rate determination process.

[0136] [Continuation rate addition process and point awarding process (1st to 4th game of a set game)] The continuation rate addition process determines whether or not to add to the continuation rate of the ongoing set game. If it is decided to add to the continuation rate, the continuation rate addition process determines the amount to add. The continuation rate addition process may also determine whether or not to add to the continuation rate and, if so, the amount to add, depending on the winning combination or prize combination that has been internally determined. In the point specialization zone, the point granting process may also determine whether or not to grant points and, if so, the amount of points to grant, depending on the winning combination or prize combination that has been internally determined. The amount of points granted can be accumulated to exceed a predetermined value, which is one of the conditions for transitioning to the CZ. In this embodiment, the case where the predetermined value is 100% is given as an example. The continuation rate can be added to exceed 100%.

[0137] In this embodiment, the point granting process and continuation rate addition process in the point-focused zone use the point continuation rate addition table shown in Figure 9. Figure 9 is a diagram showing the point continuation rate addition table used in the point-focused zone. As shown in Figure 9, in this embodiment, if the point granting process is executed in the point-focused zone, points are always granted, and if the continuation rate addition process is executed, the continuation rate is always added. As shown in Figure 9, the point granting process and continuation rate addition process execute a lottery process with a probability corresponding to the condition device shown in Figure 9, select one option from multiple options (amount of points to add and continuation rate), and decide to grant the amount of points and add the continuation rate corresponding to the option. As shown in Figure 9, if the condition device (winning role or prize role) is a losing role, there is only one option, the points to be granted is 5 points, and the continuation rate to be added is determined to be 5%. If the condition device is a bell role, one option is determined from five options by a lottery process using the probabilities specified in the table. If the condition device is a replay role or a weak rare role, one option is determined from four options by a lottery process using the probabilities specified in the table. If the condition is a strong rare role, one of three options is determined by a lottery process using probabilities defined in the table. As shown in Figure 9, points and continuation rates are added in the order of strong rare role, weak rare role, bell role, replay role, and miss role.

[0138] [Continuation decision process (5th game of the set game)] The continuation decision process shown in Figure 8, which is executed in the 5th game, determines whether or not to execute the next set of games (i.e., whether or not to continue playing in the first section) based on the continuation rate of the ongoing set of games, which has been added to the initial continuation rate in games 1 to 4. If the continuation rate of the ongoing set of games is 100% or more, the continuation decision process decides to execute the next set of games and sets the continuation rate of the next set of games to a value based on the continuation rate of the ongoing set of games minus a predetermined subtraction value (100% in this embodiment). For example, if the continuation rate of the Nth set of games (where N is a natural number greater than or equal to 1) is 150%, the continuation rate of the (N+1)th set of games is set to a value based on 50%. On the other hand, if the continuation rate of the ongoing set of games is less than 100%, the continuation decision process uses the continuation rate of the ongoing set of games to determine whether or not to execute the next set of games through a lottery process. If it is decided to execute the next set of games, the continuation rate of the next set of games is set to the initial value. On the other hand, if the continuation rate of the ongoing set game is less than 100% and the continuation decision process determines that the next set game will not be executed, the game will transition from the point-focused zone (first section) to the normal zone (second section). When transitioning from the point-focused zone (first section) to the normal zone (second section), if the amount of points held exceeds a multiple of 2 or more of a predetermined value, which is one of the conditions for transitioning to the CZ, the CZ (third section) will be executed consecutively for the number of times equal to the amount of points / predetermined value. During the execution of a set game, even if the amount of points held exceeds a predetermined value, which is one of the conditions for transitioning to the CZ, the execution of the set game will continue until the continuation decision process determines that the next set game will not be executed.

[0139] [Initial value for retention rate] The initial value of the continuation rate for the first set of games immediately after transitioning from the normal zone to the point-focused zone is a predetermined value such as 30% or 50%. In other words, the continuation rate of the set of games is reset when transitioning from the point-focused zone to the normal zone. The initial value of the continuation rate for a set of games in the point-focused zone that is in a continuous state (the second and subsequent sets of games) is a value corresponding to the winning role or prize winning role of the game in which the continuation decision process is executed (the 5th game). For example, the continuation rate for the next set of games is different depending on whether the winning role or prize winning role of the game in which the continuation decision process is executed (the 5th game) is the first role (such as a losing role), or the second role (such as a bell role, replay role, or rare role). For example, 20% could be added to the continuation rate of the next set of games if it is the first role, and 30% could be added if it is the second role.

[0140] [Point accrual multiplier, retention rate addition multiplier] A first multiplier change process can be executed to change the multiplier of the amount of points awarded and the multiplier of the continuation rate added in the next set of games, depending on the winning combination or prize in the game in which the continuation decision process is executed (the 5th game). For example, if the winning combination or prize in the game in which the continuation decision process is executed (the 5th game) is the 3rd combination (such as a losing combination, bell combination, or replay combination), the multiplier of the amount of points awarded and the multiplier of the continuation rate added in the next set of games will be different from the multiplier of the amount of points awarded and the multiplier of the continuation rate added in the next set of games if the winning combination or prize in the game in which the continuation decision process is executed (the 5th game) is the 4th combination (such as a rare combination).

[0141] If a player remains in the point-focused zone without transitioning to the normal zone, a second multiplier change process can be executed, which changes the multiplier of the amount of points awarded and the multiplier of the continuation rate added in the next set of games, depending on the number of times the set games have been played (number of consecutive games) in the point-focused zone. For example, the multiplier used in a set of games with 1 to 5 consecutive games will not be changed by the second multiplier change process, while the multiplier used in a set of games with a number of consecutive games that is a multiple of 5 + 1 will be changed by the second multiplier change process. For example, the multiplier used in a set of games with a number of consecutive games that is a multiple of 5 + 1 may be increased by 1. In this case, for example, when the multiplier is increased (in a set of games with a number of consecutive games that is a multiple of 5), an effect indicating that a benefit such as an icon has been granted may be displayed, and when the next set of games (a multiple of 5 + 1) begins, the benefit such as the icon may be consumed, and an exciting effect such as "Chance to win big!!" or "X times!!" may be displayed. Furthermore, the multiplier immediately after transitioning from the normal zone to the point-focused zone is set to its initial value (for example, 1x). The multiplier for the second set and beyond in the point-focused zone is determined by the first multiplier change process described above and the second multiplier change process described later, both for the previous set of gameplay.

[0142] [AT direct hit processing based on the number of consecutive set plays] If you remain in the point-focused zone without transitioning to the normal zone, the game will end the set game execution and transition to the AT state, depending on the number of times the set game has been executed (number of consecutive plays) in the point-focused zone. Points accumulated in the normal game state can continue to be used in the normal game state after the AT state ends, as long as the advantageous period continues (the points remain accumulated). However, once the advantageous period ends, the points accumulated in the normal game state will be reset.

[0143] Figure 10 shows an example of the animation displayed on the LCD screen 3 during the execution of a set game. As shown in Figure 10, in a set game, at least one of the following can be displayed on the LCD screen 3: the amount of points held in the general game state in the advantageous section (symbol S1), the number of consecutive set games in the point-specialized zone (number of sets executed) (symbol S2), the continuation rate of the ongoing set game (symbol S3), the multiplier used in the point granting process and continuation rate addition process in the ongoing set game (symbol S4), and the remaining number of games in the ongoing set game (this value may indicate any number of games) (symbol S5). In the example shown in Figure 10, the animation screen for the first game of the third set game in the point-specialized zone is shown, the amount of points held is 900, the continuation rate of the ongoing set game is 50%, and the multiplier (symbol S4) is 2x. In this case, the winning combination or prize is either a bell, a replay, or a weak rare combination, and the lottery process determines that 50 points will be awarded and a 50% continuation rate will be added. Since the multiplier is 2x, this results in an additional 100 points and a 100% continuation rate, and the animation (code S5) indicating the decision is displayed.

[0144] [Flowchart for the points-focused zone] Next, the processing flow of the point-focused zone will be explained using Figures 11 and 12. Figures 11 and 12 are flowcharts of the point-focused zone processing. Assume that the multiplier (initial value) immediately after transitioning to the point-focused zone is 1x and the continuation rate (initial value) is 50%. As shown in Figure 11, once gameplay begins in the point-focused zone, as shown in step ST1, the main control unit 61 executes a process to count the number of games that make up the ongoing set game. As an example of the counting process, the initial value of the remaining games may be set to 5 and the remaining games may be subtracted by 1, or the initial value of the number of games to be played may be set to 0 and the number of games to be played may be added by 1.

[0145] Next, if the game in progress is not the last game (5th game) of the ongoing set of games (Step ST2: NO), the main control unit 61 executes a point awarding process in Step ST3. In the next step ST4, the main control unit 61 executes a continuation rate addition process, and one game in the set of games ends. The point awarding process and the continuation rate addition process are performed in any order. In the point awarding process and the continuation rate addition process, the amount of points determined based on the value determined according to the winning combination or prize combination using the point continuation rate addition table shown in Figure 9 and the above multiplier is awarded, and the continuation rate is added.

[0146] In step ST2, if the game in progress is the last game (5th game) of the ongoing set of games (step ST2: YES), in step ST5, the main control unit 61 determines whether the continuation rate of the ongoing set of games is 100% or more. If the continuation rate of the ongoing set of games is 100% or more (step ST5: YES), in step ST6, the main control unit 61 decides to execute the next set of games (continuation decision process). In the next step ST7, the main control unit 61 sets the continuation rate of the next set of games to a value obtained by subtracting a predetermined subtraction value (100% in this embodiment) from the continuation rate of the ongoing set of games.

[0147] In step ST5, if the continuation rate of the ongoing set game is not 100% or higher (step ST5: NO), in step ST8, the main control unit 61 determines whether the condition device (winning role or prize role) of the ongoing game is a rare role (specific role). If the condition device (winning role or prize role) of the ongoing game is a rare role (specific role) (step ST8: YES), in the next step ST9, the main control unit 61 decides to execute the next set game (continuation decision process). In the next step ST10, the main control unit 61 sets the continuation rate of the next set game to the initial continuation value (for example, 0%).

[0148] In step ST8, if the condition device (winning role or prize role) of the ongoing game is not a rare role (specific role) (step ST8: NO), in the next step ST11, the main control unit 61 uses the continuation rate of the ongoing set game to determine by lottery whether or not to execute the next set game. If it is determined in step ST11 to execute the next set game (step ST12: YES), the main control unit 61 proceeds to step ST10. If it is determined in step ST11 not to execute the next set game (step ST12: NO), in step ST13, the main control unit 61 determines to transition from the point-specialized zone (first section) to the normal zone (second section).

[0149] As shown in Figure 12, in step ST7 or the next step ST14 following step ST10 shown in Figure 11, the main control unit 61 adds a value corresponding to the condition device (winning role or prize winning role) of the ongoing game (5th game) to the multiplier and continuation rate of the next set of games. For example, if the condition device for the ongoing game (5th game) is the first role (losing role) and the game proceeds through step ST7, 20% may be added to the reduced continuation rate set in step ST7. If the condition device for the ongoing game is the first role (losing role) and the game proceeds through step ST10, 20% may be added to the initial value (0%) set in step ST10. For example, if the condition for the ongoing game (5th game) is the third role (such as a losing role, bell role, or replay role), the multiplier for the next set of games may be set to 1x, and if the condition for the ongoing game (5th game) is the fourth role (rare role), the multiplier for the next set of games may be set to 2x (first multiplier change process).

[0150] In the next step ST15 following step ST14, the main control unit 61 executes a process to count the number of consecutive set games. The number of consecutive set games is the number of times it has been decided to execute the next set game by the continuation decision process in the point specialization zone, and is reset when transitioning from the point specialization zone to the normal zone. In the next step ST16, the main control unit 61 determines whether the number of consecutive set games is a predetermined value. In step ST16, if the number of consecutive set games is a predetermined value (for example, 20) (step ST16: YES), in the next step ST17, the main control unit 61 decides to transition to the AT state (direct AT). In step ST16, if the number of consecutive set games is not a predetermined value (step ST16: NO), in the next step ST18, the main control unit 61 changes the multiplier used in the next set game according to the number of consecutive set games (second multiplier change process).

[0151] [1] As in this embodiment, the slot machine 1 (gaming machine) is capable of performing a process to advance the game in any of a plurality of sections, including a first section (point-focused zone) in which at least one set of set games consisting of one or more games and having a continuation rate can be performed, and a second section (normal zone) in which no set games are performed. In a set game, a point awarding process to determine whether or not to award points, a continuation rate addition process to determine whether or not to add to the continuation rate of the ongoing set game, and a continuation decision process to determine whether or not to perform the next set game based on the continuation rate of the ongoing set game are each performed at least once. If it is decided in the continuation decision process that the next set game will not be performed, a process to transition from the first section (point-focused zone) to the second section (normal zone) can be performed. If it is decided in the continuation decision process that the next set game will be performed, set games can be repeatedly performed in the first section (point-focused zone).

[0152] <Effects of the invention> According to this embodiment, it is possible to provide a set game in which a point awarding process, a continuation rate addition process that adds to the continuation rate of the ongoing set game, and a continuation decision process that determines whether or not to execute the next set game using the continuation rate of the ongoing set game are performed at least once, thereby providing a gaming machine with novel gameplay.

[0153] [2] In the gaming machine described in [1] above, the continuation rate addition process may be executed multiple times during set play. In this way, the continuation rate addition process is executed multiple times, which, compared to cases where the continuation rate of a set game is not changed or is changed only once, creates a sense of anticipation for the player regarding whether the set game will be played again and continue, thus providing a more engaging gameplay experience.

[0154] [3] In the gaming machine described in [1] or [2] above, the multiplier for at least one of the points awarded in the next set of games following the ongoing set of games can be changed according to the number of continuations determined in the continuation determination process to execute the next set of games. This configuration makes it possible to provide players with an incentive to increase the number of consecutive play sessions in a set.

[0155] [4] In any of the above [1] to [3], an internal lottery process can be performed to determine the winning role among multiple roles in a symbol variation game, and if it is decided in the continuation decision process to perform a set game again, the multiplier for at least one of the amount of points and the amount added to the continuation rate can be changed in the next set game after the ongoing set game, depending on the winning role or prize role in the game when the continuation decision process is performed. With this configuration, the amount of points awarded and the amount of continuation rate added can change depending on the type of game, such as winning combinations or prize combinations, thus providing a varied and engaging gameplay experience.

[0156] [5] In any of the gaming machines described in [1] to [4] above, if the continuation rate in the continuation determination process is a predetermined rate (e.g., 100%) or higher, the continuation rate at the start of the next set of games following the ongoing set of games is set to a value based on the remaining value obtained by subtracting the continuation rate, and if the continuation rate in the continuation determination process is less than a predetermined rate (e.g., 100%), the continuation rate at the start of the next set of games following the ongoing set of games is set to a value based on the reset value (initial continuation value). With this configuration, if the continuation rate exceeds a predetermined rate (for example, 100%) due to the continuation rate addition process, the excess amount is carried over to the next set of games, thus providing a gameplay experience that makes it easier for sets of games to continue repeatedly. In the above embodiment, the predetermined continuation rate that serves as the threshold for whether or not to carry over the continuation rate of an ongoing set of games is 100%, but this value can be changed as appropriate.

[0157] [6] The gaming machine described in any of the above [1] to [5] is capable of performing a point awarding process in the second section (normal zone) to determine whether or not to award points, and the average value of points awarded per unit game in the point awarding process in the first section (point-specialized zone) is greater than the average value of points awarded per unit game in the point awarding process in the second section (normal zone). This configuration makes it possible to offer a first section (point-focused zone) where points are awarded more easily than in the second section (normal zone).

[0158] [7] The gaming machine described in any of the above [1] to [6] may be configured such that the continuation rate of set games in the first section (point-focused zone) is reset when transitioning from the first section (point-focused zone) to the second section (normal zone).

[0159] [8] A gaming machine as described in any of the above [1] to [7], which is capable of performing a process to advance the game in any of a plurality of sections, including a first section (point-focused zone), a second section (normal zone), and a third section (CZ) which is more advantageous to the player than the second section (normal zone), and points are used to transition to the third section (CZ). This configuration allows for the application of a game structure where players accumulate points to move to a third section that is more advantageous for them, starting with a new set of games.

[0160] [9] The gaming machine described in any of the above [1] to [8] is capable of transitioning from the second section (normal zone) to the third section (CZ) when the amount of points reaches a predetermined value in the second section (normal zone), and even if the amount of points reaches a predetermined value in the first section (point-focused zone), the progress of the set game in the first section (point-focused zone) will continue. This configuration allows the amount of points to be accumulated to a value greater than a predetermined value. For example, by accumulating points to a multiple of the predetermined value or more, it becomes possible to play the third section (CZ) multiple times.

[0161] [Other embodiments] The various control means and processing procedures described in the above embodiments are examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be modified as appropriate without altering the essence of the present invention.

[0162] (A) In the above embodiment, the first and second sections are in a general game state and the third section is a CZ (Chance Zone), but the game is not limited to this. For example, the first and second sections may be in a general game state and the third section may be in an AT (Attack Time) state (special game state), the first and second sections may be a CZ and the third section may be in an AT state (special game state), or the first and second sections may be in an AT state (special game state) and the third section may be a section that can extend the duration of the AT state (bonus zone).

[0163] (B) In the above embodiment, the amount of points to be awarded is determined in the point awarding process during general gameplay, but the system is not limited to this. For example, a fixed amount of points may be awarded when it is decided to award points. In the above embodiment, the continuation rate addition process determines the amount to be added when it is decided to add the continuation rate, but it is not limited to this. For example, a fixed amount of the continuation rate may be added when it is decided to add the continuation rate.

[0164] (C) In the above embodiment, the condition for transitioning from the normal zone to the point-specialized zone is winning in a lottery process that is executed when a winning role or prize-winning role in the normal zone is a transition role (such as a rare role), but is not limited to this. For example, the condition for transitioning from the normal zone to the point-specialized zone may be that the player transitions to the point-specialized zone when a winning role or prize-winning role in the normal zone is a transition role (such as a rare role). Alternatively, for example, the transition from the normal zone to the point-specialized zone may be determined after a predetermined number of games have been played, or it may be determined by winning in a lottery process that is executed after a predetermined number of games have been played. The probability of winning to transition to the points-focused zone may vary depending on the setting value and the mode. For example, the probability used in the lottery process may be set so that the higher the setting value (high setting) the expected value of payout, the easier it is to transition to the points-focused zone. For example, the probability used in the lottery process may be set so that the higher the mode, the easier it is to transition to the points-focused zone.

[0165] (D) In ​​the above embodiment, one set of games consists of 5 games, but the number of games is not limited to this, and one set of games may consist of one or more games as long as the point awarding process, the continuation rate addition process, and the continuation determination process are each executed at least once. If the set of games consists of one game, for example, the point awarding process and the continuation rate addition process may be executed each time the first and second reels are stopped, and the continuation determination process may be executed when the third reel is stopped.

[0166] (E) In the above embodiment, in one set of set games, the point awarding process is executed four times, the continuation rate addition process is executed four times, and the continuation determination process is executed once. However, the number of times each process is executed can be arbitrarily changed as long as each process is executed at least once.

[0167] (F) In the above embodiment, points are always awarded when the point awarding process is executed in the point specialization zone, and the continuation rate is always increased when the continuation rate addition process is executed, but this is not limited to this. Points may not be awarded even if the point awarding process is executed in the point specialization zone. The continuation rate may not be increased even if the continuation rate addition process is executed.

[0168] (G) In the above embodiment, the initial value of the continuation rate for the first set of games immediately after transitioning from the normal zone to the point-specialized zone is a fixed value, but is not limited to this. For example, it may be determined by a lottery process. Alternatively, the initial value may be determined by a value corresponding to the mode currently in which the player is located, rather than by a lottery process.

[0169] (H) In the above embodiment, a first multiplier change process is performed to change the multiplier of the amount of points awarded in the next set of games and the multiplier of the continuation rate added, depending on the winning combination or prize combination of the game in which the continuation decision process is performed (the 5th game). However, the first multiplier change process does not have to be performed. Alternatively, only the multiplier of the amount of points may be changed, or only the multiplier of the continuation rate added may be changed. A second multiplier change process is executed to modify the multiplier of the points awarded and the multiplier of the continuation rate added in the next set of games, depending on the number of times a set of games has been played (number of consecutive games). However, this second multiplier change process does not have to be executed. Alternatively, only the multiplier of the points may be changed, or only the multiplier of the continuation rate added may be changed.

[0170] (I) The game in which the continuation decision process is executed (the 5th game) is started by turning on the lever 42, and if the effect button 47 is operated before stopping the first reel, an effect may be executed in which the illuminated section 103 lights up to indicate that the continuation has been decided. For example, if it is decided to play the next set of games, the illuminated section 103 may light up with a probability of 50% or so. For example, a white flash may indicate that the continuation is confirmed, and a red flash may indicate that the continuation is confirmed and also the result of the first multiplier change process (for example, a state in which the multiplier for the next set of games has increased due to hitting or winning a rare role).

[0171] (J) The number of times the game has transitioned to CZ may be displayed on LCD screen 3 at all times. The "predetermined value" in "the amount of points accumulated in the normal game state reaches a predetermined value," which is one of the conditions for transitioning to the CZ (Chance Zone), may be made to change rather than always being fixed. For example, it may be a predetermined value for the mode being played. For instance, if Heaven Mode is more advantageous than Normal Mode, the value may be lower than the normal predetermined value, and if Hell Mode is less advantageous than Normal Mode, the value may be higher than the normal predetermined value. For example, a predetermined value may be determined by a lottery process depending on the mode of stay. For example, the higher the expected value of the set value, the more likely it is that a relatively small predetermined value will be selected.

[0172] The bet switch 41 may also be provided with a MAX bet switch for automatically betting a predetermined number of game values ​​(for example, 3 coins) and a separate bet switch for betting less than the predetermined number of game values ​​(for example, 1 or 2 coins).

[0173] In the above embodiment, the case in which the bed switch 41 and the lever 42 are provided separately was illustrated, but the lever 42 may also perform the function of the bed switch 41.

[0174] In the above embodiment, AT and bonus were given as examples of advantageous game states, but ART may also be included in advantageous game states. CZ is a game state in which the probability of entering AT and the probability of replay are higher than when it is not a CZ. ART is a game state in which the probability of replay is higher than in the normal game state and the correct operation pattern of the operation pattern role is notified. Furthermore, the probability of entering at least one of AT, CZ, and ART may change depending on the setting value. The performance of AT, CZ, and ART may change depending on the setting value.

[0175] In addition to visual cues, the presentation that suggests the setting value may also include, for example, when the rotation of the reels 20a, 20b, and 20c stops, the symbols visible through the reel window 200 become special symbols.

[0176] In the above embodiment, the case where the gaming machine is an AT-type slot machine was given as an example. However, the gaming machine can also be an ART-type slot machine or other types of machines other than AT machines. Furthermore, the gaming machine is not limited to slot machines, and can also be a pinball game machine such as a pachinko machine.

[0177] In the above embodiment, an example was given where the gaming machine is a coinless machine. However, the gaming machine is not limited to a coinless machine; it can also be a conventional slot machine that uses actual tokens.

[0178] In the above embodiment, the case where the card unit 9 and the slot machine 1 are separate was illustrated. However, at least some of the functions of the card unit 9 may be incorporated into the slot machine 1.

[0179] The effects and advantages of this embodiment will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments, and other embodiments with each other, as appropriate. [Explanation of symbols]

[0180] 1: Slot machine (amusement machine)

Claims

1. The system is capable of executing a process to advance the game in any of a plurality of sections, including a first section in which at least one set of set games consisting of one or more games with a continuation rate can be executed, and a second section in which the set games are not executed. In the aforementioned set game, a point awarding process that determines whether or not to award points, a continuation rate addition process that determines whether or not to add to the continuation rate of the ongoing set game, and a continuation determination process that determines whether or not to execute the next set game after the ongoing set game based on the continuation rate of the ongoing set game are each executed at least once. When it is decided in the continuation decision process not to perform the next set game, a process to transition from the first section to the second section can be executed. A gaming machine in which, in the continuation decision process, it is determined to execute the next set game, thereby enabling the set game to be repeatedly executed in the first section.

2. The gaming machine according to claim 1, wherein the continuation rate addition process is performed multiple times in the set game.

3. The gaming machine according to claim 1 or 2, wherein, in the continuation determination process, the multiplier for at least one of the amount of points awarded in the next set game of the ongoing set game and the amount added to the continuation rate can be changed according to the number of continuations determined to be executed in the next set game.

4. In a game with variable symbols, an internal lottery process can be executed to determine the winning combination from among multiple combinations. The gaming machine according to claim 1 or 2, wherein, in the continuation decision process, it is decided to execute the set game again, the multiplier for at least one of the amount of points and the amount added to the continuation rate can be changed in the next set game following the ongoing set game, depending on the winning combination or prize combination in the game when the continuation decision process is executed.

5. The gaming machine according to claim 1 or 2, wherein in the continuation determination process, if the continuation rate is equal to or greater than a predetermined rate, the continuation rate at the start of the next set of games following the currently ongoing set of games is set to a value based on the remaining value obtained by subtracting the continuation rate, and in the continuation determination process, if the continuation rate is less than the predetermined rate, the continuation rate at the start of the next set of games following the currently ongoing set of games is set to a value based on the reset value.

6. In the second section, a point awarding process can be executed to determine whether or not to award points. The gaming machine according to claim 1 or 2, wherein the average value of points awarded per unit game in the point awarding process in the first section is greater than the average value of points awarded per unit game in the point awarding process in the second section.

7. The gaming machine according to claim 1 or 2, wherein the continuation rate of the set game in the first section is reset when transitioning from the first section to the second section.

8. The system can perform a process to advance the game in any of a plurality of sections, including the first section, the second section, and a third section which is more advantageous to the player than the second section. The aforementioned point is used to transition to the third section, as described in claim 1 or 2 of the gaming machine.

9. In the second section, when the amount of points reaches a predetermined value, a process to transition from the second section to the third section can be executed. The gaming machine according to claim 1 or 2, wherein, in the first section, even if the amount of points reaches the predetermined value, the progress of the set game in the first section continues.

Citation Information

Patent Citations

  • Game machine

    JP2018034063A