Gaming machine
By controlling gaming sections and using special state lotteries to transition to higher advantage levels, the gaming machine maintains player engagement and motivation by ensuring opportunities for advantageous stop operations, addressing the motivation decline in conventional systems.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-20
- Publication Date
- 2026-04-02
AI Technical Summary
Conventional gaming machines experience a decline in player motivation when transitioning from an advantageous section to a non-advantageous section, as players lose the opportunity for advantageous stop operation notifications.
The gaming machine controls the gaming section to either an advantageous or unadvantageous state, allowing for special state lotteries that determine transitions to higher advantage levels, even from non-advantageous sections, and includes mechanisms to notify players of advantageous stopping operations.
This approach stimulates player anticipation for higher advantage levels and maintains gaming motivation by ensuring players remain engaged through potential high-probability advantageous sections.
Smart Images

Figure 2026057362000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there is known a gaming machine that sets a winning push order combination when performing a reel stop operation in a specific order of pressing stop buttons, and notifies the push order when the push order combination is established by internal winning (see, for example, Patent Document 1 below). In this gaming machine, an AT (Assist Time), which is a special gaming state in which the push order is notified when the push order combination is established, is provided. By performing a stop operation according to the notified push order, it is possible to stop the combination of symbols corresponding to the push order combination, and increase the number of balls put out.
[0003] The above gaming machine is controlled to be in either an advantageous section where the push order can be notified or a non-advantageous section (normal section) where such notification is impossible. The purpose of such control is to suppress excessive gambling nature by restricting the advantageous section. When the advantageous section is reset and controlled to the non-advantageous section, there is no possibility of executing the notification of the push order.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, in the above conventional gaming machine, when the advantageous section is reset and controlled to the non-advantageous section, the player cannot receive the notification of the advantageous stop operation mode, so there is a problem that the gaming motivation decreases.
[0006] This invention has been made in view of the aforementioned conventional problems, and aims to provide a gaming machine that can suppress the decline in the player's motivation to play. [Means for solving the problem]
[0007] The gaming machine of the present invention is a gaming machine that is controlled to either an advantageous section in which the player can be notified of a stopping operation that is advantageous to the player, or an unadvantageous section in which such notification is not possible. In this gaming machine, when a predetermined initialization operation is performed and when a predetermined termination condition is met, control is performed to set the gaming section to an unadvantageous section, while when the player wins a predetermined lottery to transition to an advantageous section in the unadvantageous section, control is performed to set the gaming section to an advantageous section.
[0008] In the advantageous section, the following game states may occur: a special state in which notifications of advantageous stopping operations are executed with a high probability; a general normal state in which such notifications are executed with a low probability; a special normal state in which the probability of transitioning to the special state is increased; and a return normal state in which it is determined whether or not to transition back to the special state after transitioning from the special state.
[0009] In the gaming machine of the present invention, a special state lottery is performed during a game in the normal state, and a transition to a special state is determined based on the outcome. For a game in the normal state, one of several levels of advantage applicable to the special state is set, and if a transition to a special state is determined, the advantage set for the game in which the special state lottery was performed is applied to the destination special state.
[0010] However, if a special state lottery is won at least once when a normal state is returned via a non-advantageous period, or while the normal state is continuing, the higher advantage level will be applied to the transitioned special state, regardless of the advantage level set in the game in which the special state lottery was performed.
[0011] In the gaming machine of the present invention, the advantage level set in the normal state when a transition to a special state is decided is applied to the special state to which the transition is made. On the other hand, when a transition to a special state is decided when a return to a normal state occurs via a non-advantageous section, or while the return to a normal state is continuing, a higher advantage level is applied to the special state to which the transition is made, regardless of the set advantage level. Therefore, according to the gaming machine of the present invention, when the game is controlled from an advantage section to a non-advantageous section, it is possible to stimulate anticipation for the next advantage section to which a higher advantage level will be applied, and to suppress the decline in the desire to play that accompanies control to a non-advantageous section. [Brief explanation of the drawing]
[0012] [Figure 1] Front view of the slot machine and card unit in Example 1. [Figure 2] An unfolded diagram of the patterns arranged on the outer circumference of the reel in Example 1. [Figure 3] A block diagram showing the electrical configuration of the slot machine and card unit in Example 1. [Figure 4] An explanatory diagram showing the winning symbols and benefits for each role in the slot machine in Example 1. [Figure 5] A diagram illustrating the transitions between game states in a slot machine in Example 1. [Figure 6] An explanatory diagram showing the probability of winning through the continuation rate increase lottery (relaxed lottery) in Example 1. [Figure 7] An explanatory diagram illustrating the periodic navigation probability under normal conditions in Example 1. [Figure 8] An explanatory diagram illustrating the winning probability and suggestion probability for each navigation probability in Example 1. [Figure 9] This diagram illustrates the situation in Example 1 where a new cycle begins before the end of the premonition period following an AT win. [Figure 10] This diagram illustrates the situation in Example 1 where a new cycle begins before the end of the premonition period following a CZ win. [Figure 11] An explanatory diagram illustrating the winning probability and suggestion probability for each navigation probability in Example 1. [Figure 12] Explanatory drawing illustrating patterns 1 to 3 of upper-level AT lottery in Example 1. [Figure 13] Explanatory drawing illustrating pattern 4 of upper-level AT lottery in Example 1. [Figure 14] Explanatory drawing illustrating patterns 5 to 6 of upper-level AT lottery in Example 1. [Figure 15] Flowchart showing the processing flow in the AT final game in Example 1. [Figure 16] Front view of a production screen including display of acquired points in Example 1. [Figure 17] Explanatory drawing of the procedure for point consumption in Example 1 ((a) Suggestion type selection screen, (b) Point consumption confirmation screen, (c) Point consumption completion screen). [Figure 18] Explanatory drawing showing the navigation probability for 10 cycles of each scenario in Example 2. [Figure 19] Explanatory drawing showing the selection rate of each scenario by lottery when transitioning to the normal state in Example 2. [Figure 20] Transition diagram of the gaming state in a slot machine in Example 3. [Figure 21] Explanatory drawing of the promotion probability, direct hit probability, and cumulative points in each mode in Example 3. [Figure 22] Explanatory drawing showing the winning probability of the advantage improvement lottery in Example 4.
Mode for Carrying Out the Invention
[0013] The embodiments of the present invention will be specifically described using the following examples. (Example 1) This example relates to a slot machine 1 which is an example of a gaming machine capable of generating a normal state with a low winning expectancy and an AT state (special state; hereinafter referred to as AT) with a higher winning expectancy than the normal state by push order navigation. This content will be described using FIGS. 1 to 17.
[0014] Slot machine 1 (Figure 1) is a gaming machine in which games are played using points (game points) awarded from individually attached card units 3. Slot machine 1 is connected to card unit 3 via a dedicated interface for communication. The following will explain (A) the configuration of the slot machine and card unit, (B) an overview of the gameplay of the slot machine, and (C) the distinctive gameplay of the slot machine in order.
[0015] (A) Configuration of slot machine and card unit The external configuration of slot machine 1 will be described with reference to Figure 1. The front portion of slot machine 1 is composed of a front frame 10 with a roughly rectangular symbol display window 11 located roughly in the center. In the front frame 10, a performance display section 12 is provided above the symbol display window 11, and a base section 100 is provided below the symbol display window 11. The performance display section 12 displays performance images such as animations and photographs to enhance the gameplay. In addition, a speaker for performances (not shown in Figure 1) is housed on the back of the front frame 10. At the very top of slot machine 1, a canopy-like overhang 105 is provided, and a decorative lamp 106 is provided on the front of the overhang 105.
[0016] The base section 100 is formed to protrude in relation to the symbol display window 11, which is located set back from the player. The base section 100 has a shelf-like operating surface 14 at its upper end adjacent to the symbol display window 11, and an operation panel 13 adjacent to the lower side of the operating surface 14. The operating surface 14 is equipped with a bet button 141 for betting points (game points) on the game, an effect button 143, etc., and is also provided with an information display section 140. The operation panel 13 is equipped with a start lever 131 (start switch) for starting the symbol changes on the reels 21, and a stop button 133 for stopping the symbol changes.
[0017] The information display unit 140 can display the cumulative number of game points, such as game points based on points received from the card unit 3 and game points based on points awarded for winning combinations. The number of game points displayed by the information display unit 140 is deducted each time game points are bet on the game, while it is added when a winning combination is achieved. In the slot machine 1, the game can be played until this number of game points falls below a predetermined number required for one game (3 points in this example).
[0018] The information display unit 140 consists of a touch-panel liquid crystal display, allowing for various touch operations such as information display operations and counting operations. Depending on the information display operation, the display screen switches to show various game data such as the number of jackpots and the number of special symbol draws. According to the counting operation, the game score stored in the slot machine 1 can be transferred to the card unit 3.
[0019] The bet button 141 is an operation button for betting game points on the game. In response to the bet operation, a predetermined number of game points (3 points in this example) are bet from the game points stored in the slot machine 1, and the game can be started. The start lever 131 is an operation switch for starting the game. When the start operation is detected with the predetermined number of game points bet, the game starts. The effect button 143 is an operation button for starting various effects.
[0020] The symbol display window 11 is a display window in which three vertically elongated symbol display areas are arranged horizontally. Each symbol display area is capable of displaying three symbols. The entire symbol display window 11 displays nine symbols arranged in a two-dimensional matrix of 3 rows and 3 columns.
[0021] Behind each of the three symbol display areas are reels 21, which constitute a symbol display means for displaying multiple types of symbols in a variable manner. The left reel 21L, the middle reel 21C, and the right reel 21R are all cylindrical, rotating reels. As shown in Figure 2, which depicts the cylindrical outer surface unfolded into a plane, 20 symbols are arranged on the outer surface of reels 21L, C, and R at approximately constant intervals. In addition to the rotating reels in this example, image-based reels that display symbols in a variable manner on a liquid crystal display can also be used as reels 21.
[0022] In the symbol display window 11, where nine symbols 27 are arranged in a 3x3 grid, a winning line is set, which is the direction in which the winning symbols that are eligible for a prize are arranged. The winning line consists of five lines: horizontal winning lines in the upper, middle, and lower rows, and diagonal winning lines.
[0023] In slot machine 1, each reel 21L, C, and R has its own separate stop button 133. These are the left stop button 133L corresponding to the left reel 21L, the middle stop button 133C corresponding to the middle reel 21C, and the right stop button 133R corresponding to the right reel 21R.
[0024] Next, the card unit 3 (Figure 1), which is attached to the slot machine 1, is a gaming device that is installed individually for each gaming machine. The card unit 3 is installed, for example, in the vertical gap between the corresponding slot machine 1 and the adjacent slot machine 1. The card unit 3 is capable of performing scoring-related processing, such as scoring processing through the scoring function (lending function) and issuing gaming cards 50C with the scores recorded. Scores are the gaming value that constitutes the right to bet gaming points on the game. The card unit 3 also receives various gaming information from the corresponding slot machine 1 and outputs the received gaming information to an in-house management device (not shown).
[0025] The front of the card unit 3 (Figure 1) is equipped with a status indicator lamp 31 that displays the operating status such as device errors, a banknote slot 320, a touch-operable display unit 33, a grant button 34 for receiving points (loans) in exchange for payment deduction, a replay button 35 for converting the counted points into game points, a return button 36 for requesting the return of the game card 50C, and a card slot 370 for inserting the game card 50C.
[0026] Next, the electrical configuration of the slot machine 1 and the card unit 3 will be described with reference to Figure 3. In addition to the previously described configuration, the main control unit 20, which controls the overall operation of the slot machine 1, is connected to the reel drive unit 211, which together with the reels 21 constitute the symbol display means, the reference position detection unit 213, which detects the rotation position of the reels 21, the touch panel 140P, the performance control unit 25, which controls various effects, and the like. Furthermore, the main control unit 20 is connected to an interface circuit (I / F) 200 that mediates communication with the card unit 3.
[0027] As shown in Figure 3, the main control unit 20 includes a CPU, ROM / RAM as memory, an I / O unit as an input / output interface, a random number generation unit for generating random numbers, and a random number extraction unit for extracting random numbers for internal winning combination lottery. The CPU implements various functions described later by executing software programs read from the ROM.
[0028] The reel drive unit 211 individually rotates each reel 21L, C, and R by controlling the rotation of a stepping motor (not shown) provided for each reel 21L, C, and R in step units. The reference position detection unit 213 is a detection unit that detects the passage of a reference position piece for each reel 21L, C, and R and outputs a detection signal. The touch panel 140P is a transparent sheet that is laminated onto the display screen of the information display unit 140 to enable touch functionality.
[0029] The performance control unit 25 is connected to an audio output unit 260 that drives the speaker 26, a decorative lamp 106, a display control unit 120 that controls the performance display unit 12, and the like. The performance control unit 25, which is a performance control means, performs various effects using the speaker 26 and decorative lamp 106, and also enhances the game by displaying performance videos and photos on the performance display unit 12. The speaker 26 outputs sound, music, etc. The decorative lamp 106 performs light-based effects.
[0030] The performance control unit 25, like the main control unit 20, is equipped with a CPU, ROM, RAM, etc. (not shown). The performance control unit 25 implements various functions by having the CPU execute software programs read from the ROM.
[0031] The main control unit 20 functions as a lottery means for executing various lotteries for the performance. Each lottery is executed using random numbers generated by the main control unit 20. Examples of lottery means by the main control unit 20 include a special state lottery means, an advantage lottery means, a general normal state lottery means, and a special normal state lottery means. Examples of lotteries executed by the main control unit 20 as a lottery means include the following:
[0032] (1) CZ lottery: A lottery to determine the transition from the normal state to the CZ (an example of a special normal state; a chance zone). An example of a special normal state lottery. It is performed by the special normal state lottery means depending on the occurrence of a rare small win. (2) Continuation Rate Up Lottery (Relaxed Lottery): A lottery held during the CZ (Challenge Zone) to relax the conditions for winning the AT (Attack Time) lottery, which determines whether or not to transition to AT. This is performed by a special state lottery method. (3) Breakthrough Lottery: A lottery to determine the conditions for breaking through to transition from CZ to AT. This is performed by a special state lottery method. (4) AT Lottery: A lottery to determine whether or not to transition to AT (an example of a special state) during a normal game. The AT lottery is performed by a special state lottery means, for example, in response to the occurrence of rare small roles. In the CZ, if the breakthrough lottery is won a predetermined number of times in a row, the transition to AT is determined by the AT lottery. (5) Advantage level lottery: A lottery to determine one of several levels of navigation probability (an example of an advantage level; in this example, navigation probabilities A to E) that are applied to the AT. This is performed by the advantage level lottery method at each cycle of 32 games (with some exceptions) under normal conditions. In addition to the navigation probability, the advantage level lottery also determines the conditions for promotion to a higher AT state (higher special state, hereinafter referred to as higher AT), which is a pseudo-bonus. Hereafter, pseudo-bonuses may be referred to simply as bonuses, for example, black 7 bonus, white 7 bonus, etc., omitting the word "pseudo". (6) Higher AT Lottery (Bonus Lottery): A lottery to transition from AT to a higher AT (higher special state, pseudo-bonus). This is performed during AT. In the higher AT, the navigation probability is more favorable than in the normal AT. When the higher AT lottery is won, the type of higher AT (black 7 bonus or white 7 bonus), etc., is also determined by a bonus selection lottery.
[0033] In addition to its function as a lottery means, the main control unit 20 also has the following functions as means: (1) Game section control means: A means for controlling the game section to either an advantageous section in which push-order navigation that notifies the order of pressing buttons can be performed, or an unadvantageous section in which push-order navigation cannot be performed. (2) Means for controlling the advantageous section state: Means for controlling the game state in the advantageous section. The game states that occur in the advantageous section include AT, in which push order navigation is executed with a high probability; general normal state, in which push order navigation is performed with a low probability; CZ (special normal state), in which the probability of transitioning to AT is improved; and pull-back state (return normal state), in which it is determined whether to transition from AT to the same AT again. (3) Non-advantageous section state control means: Means for controlling the game state in the non-advantageous section. The game states in the non-advantageous section include a non-internal state in which the internal winning flag for a bonus role (BB role in this example) is not set, and an internal state in which the internal winning flag is set. (4) Game count setting means: A means for setting the AT game count (an example of a special game count), which is the number of games that continue in AT (special state). In this example, 20 to 100 games are set as the AT game count. (5) Advantage Setting Means: A means to set one of the navigation probabilities (an example of an advantage; in this example, navigation probabilities A to E) from among the multiple levels of navigation probabilities applied to the AT to the normal state game. The advantage setting means sets the navigation probability determined by the advantage lottery described above to the normal state game. In addition to navigation probabilities, the advantage set by the advantage setting means also includes conditions for promotion to higher-level ATs (pseudo-bonuses), the distribution probability of the type of higher-level AT, etc. (6) Means for applying advantages: When it is decided by a special state lottery that a transition to AT will be made, means for applying the advantages such as navigation probability set for the game in which the special state lottery was performed (normal state) to the AT to which the transition will be made. (7) Special state generation means: When it is decided by the special state lottery means to transition to AT (an example of a special state), a means to transition to AT after a pre-announcement period including a predetermined number of games (in this example, 17 pre-announcement games). (8) Means for generating higher-level special states: Means that enable the generation of multiple types of higher-level ATs (higher-level special states, pseudo-bonuses) with an even higher probability of winning, depending on the fulfillment of the promotion conditions during AT (special state). The promotion condition is winning the higher-level AT lottery (bonus lottery). In this example, the higher-level AT lottery is executed when the rare small role of 2 points is achieved, and also when the 15 points are achieved consecutively for the target number of times. Since the probability of winning the higher-level AT lottery when the 15 points are achieved consecutively is 100%, in effect, achieving the 15 points consecutively for the target number of times (4 or 5 times) is one of the promotion conditions. (9) Higher Special State Lottery Means: Means for determining which of several types of higher AT (higher special states; black 7 bonus and white 7 bonus) will be generated by a bonus selection lottery (an example of the first lottery). The type of higher AT determined by the bonus selection lottery is generated by the higher special state generation means. (10) Special Normal State Transition Means: When it is determined by the Special Normal State Lottery Means to transition to the CZ (Special Normal State), a means to transition to the CZ after a predetermined number of games (17 games in this example) as a pre-announcement period. (11) Point awarding means: A means for awarding a predetermined number of points to a player when predetermined point awarding conditions are met in accordance with the execution of the game. In this example, winning a point acquisition lottery, which is performed for each game, is set as the point awarding condition. (12) Means for setting the expected value: Means for setting the expected value of winning the AT (expected value of transitioning to AT) for each game during the CZ. (13) Special state termination means: A means to terminate the AT and return to the normal state after a predetermined number of continuous games (20 to 100 games in this example) have been played, following a transition from the normal state to the AT. The predetermined number of continuous games is set as an example of the number of special games by the game number setting means described above.
[0034] The performance display unit 12 executes various game effects under the control of the performance control unit 25. In this example configuration, the performance display unit 12 functions as the following suggestion means. (14) Button press order notification means (notification means): A means for notifying the player of the button press order which is an advantageous stopping operation method for the player. (15) Means of indicating the level of expectation: A means of indicating to the player in advance the expected level of winning an AT (expected level of transitioning to AT) in each game during the CZ (Special Normal State) by having the player consume the points awarded by the point awarding means. (16) Means of indicating advantage: Means of indicating to the player the navigation probability set for a game in normal state (an example of an advantage; in this example, one of navigation probabilities A to E).
[0035] The main control unit 20 further has the following functions as means for realizing the basic operation of the slot machine 1. (17) Means of permitting the start of the game: Means of permitting the start of the game when a specified number of game points have been bet on the game. (18) Internal drawing means: A means for determining an internal winning role by internal drawing and setting an internal winning flag corresponding to that internal winning role. (19) Flag control means: Means for controlling the internal winning flag corresponding to the internal winning role. (20) Reel control means: Means for controlling the rotation and stopping of reels 21L, C, and R. (21) Prize determination means: A means for determining whether or not the combination of symbols 27 that has stopped along the prize line is a prize symbol. (22) Means for assigning game value: Means for assigning points, which are an example of predetermined game value, when a symbol corresponding to an internal winning flag is stopped and displayed by the reel 21 as a symbol display means and the corresponding role is won. (23) Bonus generation method: A method for generating a bonus game in response to winning a BB role.
[0036] The ROM of the main control unit 20 stores the program, an internal winning combination lottery table used for drawing internal winning combinations, and a reel control table used for controlling the stopping of the reels 21. The reel control table is a data table that defines the possible stopping positions on the winning line.
[0037] The internal winning combination lottery table is a data table in which the winning random numbers for each combination are defined from a range of random numbers between 0 and 65535 used for internal winning combination lotteries. There are two types of internal winning combination lottery tables: one that applies to the normal state and another that applies to bonus games.
[0038] In this example slot machine 1, as shown in Figure 4, multiple types of winning combinations are set, along with the winning symbols and bonuses for each combination. The winning combinations include minor combinations such as 1-point, 2-point, and 15-point combinations, two types of pseudo-bonuses (White 7 Bonus, Black 7 Bonus), replay combinations (Replay A, Replay B), and BB combination. Each combination becomes eligible for winning when it is selected in the internal winning combination lottery (internal win), and a win is achieved when the corresponding winning symbol actually stops on the winning line.
[0039] The winning symbols for each role are as shown in the symbol column in Figure 4. The winning symbols for 1-point roles, 15-point roles, 2-point roles, Replay A and B roles, and BB roles are symbols that stop and are displayed during normal gameplay. On the other hand, the winning symbols for the White 7 Bonus and Black 7 Bonus are symbols that stop and are displayed in simulated gameplay. The White 7 Bonus and Black 7 Bonus, which are higher-level AT (higher-level special states), are so-called simulated bonuses. The White 7 Bonus is the 1st AT, which is an example of the 1st Higher-Level Special State. The Black 7 Bonus is the 2nd AT, which is an example of the 2nd Higher-Level Special State. Comparing the White 7 Bonus and the Black 7 Bonus, the Black 7 Bonus is more advantageous because it has more continuous games.
[0040] The benefits awarded to the player when each winning combination is achieved are shown in the "Benefits" column in Figure 4. Slot machine 1 awards points according to the winning combination of small wins. A bonus game is triggered when the BB combination is achieved, and a replay game is triggered when Replay A or B is achieved. In addition, a pseudo-bonus, the White 7 Bonus (1st Higher AT), is triggered when the White 7 Bonus symbol is achieved, and a pseudo-bonus, the Black 7 Bonus (2nd Higher AT), is triggered when the Black 7 Bonus symbol is achieved.
[0041] In this example, the 15-point win, which occurs simultaneously with the 1-point win under normal conditions, is an example of a predetermined button-press sequence win that is announced under AT (Automatic Trigger) conditions. The 15-point win, which is a button-press sequence win, is awarded only if the stop buttons 133 are operated in the predetermined order. When the 15-point win and the 1-point win occur simultaneously under non-AT conditions where there is no button-press sequence navigation, it is not easy to win the 15-point win with a predetermined button-press sequence, and in most cases, the 1-point win, which is an example of a predetermined missed win, is awarded. Also, in slot machine 1 in this example, the 2-point win is a rare small win. Various draws are performed depending on the occurrence of the 2-point win (internal win), and various special situations occur depending on the win.
[0042] Next, the configuration of card unit 3 will be explained. Card unit 3 is configured around a control unit 30 (see Figure 3). In addition to the above configuration, the control unit 30 is connected to a banknote processing unit 321, a touch panel 33P, a card stock unit 37S, a card R / W unit 37, an I / F unit 300 that enables communication with the relay device 501, and the like.
[0043] The banknote processing unit 321 is responsible for processing banknotes inserted through the banknote slot 320. The touch panel 33P is a transparent panel that allows the display unit 33 to be operated by touch. The card stock unit 37S is configured to stock up to 10 game cards 50C (see Figure 1) for new issuance and collected game cards 50C. The card R / W unit 37 is a reader / writer that reads and writes recorded data to the game cards 50C.
[0044] The game cards 50C handled by card unit 3 include general cards for regular players and member cards for member players. General cards are issued to regular players when they finish playing with a deposit balance or points. Member cards are issued in accordance with membership registration at the arcade. With a member card, for example, players can use the point accumulation service to deposit points from previous days as accumulated points with the arcade. Accumulated points are stored by the in-house management device (not shown) in association with the card ID of the member card.
[0045] To start playing slot machine 1, which has the above configuration, it is necessary to operate card unit 3 to receive points. To receive points, it is necessary to insert banknotes into card unit 3 or insert game card 50C. When card unit 3 accepts banknotes, it adds the amount of the banknotes to the deposit balance (maximum 10,000 yen) and stores it. When game card 50C is inserted, card unit 3 requests the in-house management device to verify the card information associated with (linked to) game card 50C, such as the deposit balance, points held, and saved points. If the verification result is OK, card unit 3 displays the card information such as the deposit balance, points held, and saved points on the display unit 33. Points held are the number of points the player has earned. Saved points are the number of points the player has earned on or before the previous day and deposited with the game hall. As described above, the saved points service is a service for members. Therefore, saved points are associated only with member cards.
[0046] Card unit 3 converts the player's deposit balance, points, etc., into points in response to the player's request, such as when the award button 34 is operated, and transmits it to the corresponding slot machine 1. For example, when the award button 34 is operated, a fixed amount (e.g., 1000 yen) is converted into points (50 points) and transmitted to slot machine 1. On the slot machine 1 side, the received points are stored as the game points. For example, when the replay button 35 is operated, the points are converted into points in increments of 50 and transmitted to slot machine 1, making it possible to replay (replay process). The awarded points are added to the game points and displayed on the information display unit 140 (slot machine 1). The player can then play the game using these game points.
[0047] Card Unit 3 stores and displays scores such as the player's current score, game score, and total score (the sum of the current score and game score). The current score is the score the player has already earned, as stored in Card Unit 3. The game score is the score stored by Slot Machine 1.
[0048] In slot machine 1, when the bet button 141 is operated (bet operation) while a predetermined number of game points of 3 or more is stored, 3 points are bet and the start of the game (unit game) is permitted. If the start of the game is permitted, the start lever 131 can be effectively operated (start operation) and the game can be started.
[0049] When the main control unit 20 detects a valid start operation, it obtains a random number for the internal winning role lottery, which is extracted by the random number extraction unit from the random numbers (0 to 65535) generated by the random number generation unit. The main control unit 20 compares the random number for the internal winning role lottery with the winning random number for each role defined in the internal winning role lottery table, and determines the internal winning role.
[0050] The result of the internal lottery in the main control unit 20 is transmitted to the performance control unit 25. The performance control unit 25 stores various performance control patterns corresponding to the result of the internal lottery. The performance control unit 25 selects and executes a performance control from among the various performance controls stored that corresponds to the result of the internal lottery received from the main control unit 20. Performance controls include various lotteries. For example, the performance control unit 25 can execute various lotteries in response to the occurrence of a rare small win, such as a 2-point win (internal win).
[0051] When the main control unit 20 determines any role as an internally winning role, it switches the internal winning flag corresponding to that internally winning role to the ON state. For internal winning flags of roles other than the BB role (bonus role), they are reset to the OFF state (zero) by the start of the next game, regardless of whether or not a win occurred in the game in which the internal winning flag was established. Therefore, if a win does not occur in the game in which a win occurs for any role other than the BB role, all wins are missed. On the other hand, the internal winning flag for the BB role (BB role flag) remains in the ON state until a win occurs, and is carried over to the next game, and is reset to the OFF state upon winning. With this control, once a BB role is established (internally won), it is always possible to win. In addition to being reset upon winning a BB role, the BB role flag is also reset by a predetermined initialization operation.
[0052] The main control unit 20 initiates the symbol variation of the reels 21 following an internal lottery to determine the winning combination. The main control unit 20 inputs control pulses to the stepping motors that make up the reel drive unit 211, and rotates the reels 21 by rotating the stepping motors one step at a time. The main control unit 20 counts the number of control pulses input to the reel drive unit 211, that is, the number of steps the stepping motors have rotated. Note that the number of steps is reset to zero each time a detection signal is received from the reference position piece of each reel 21, so it represents the number of steps that have occurred since the most recent detection signal was generated.
[0053] The main control unit 20 performs what is known as pull-in control, which stops symbols within a predetermined pull-in range defined by the regulations (regulations concerning the certification and type approval of gaming machines, etc.) onto the winning line. In this example, a range equivalent to four symbols is set as this pull-in range. The main control unit 20 determines the stopping position by sampling the number of steps when it detects a fluctuating stop signal in response to the operation of the stop button 133. The stopping position is determined by comparing the sampled number of steps with a reel control table (not shown) which defines the stopping positions on the winning line where the reel can stop. If possible, the main control unit 20 pulls the symbol corresponding to the internal winning flag into that stopping position and stops the reel 21. In this way, the reel 21, as a symbol display means, stops and displays the symbol corresponding to the internal winning flag, if possible, in response to the player's stop operation.
[0054] After all the reels 21 have stopped, the main control unit 20 determines whether the combination of symbols 27 that have stopped and displayed along the winning line that crosses the three reels 21L, C, and R is a predetermined winning symbol. Specifically, the main control unit 20 identifies the symbols 27 that have stopped on the winning line based on the number of steps of the stepping motors (reel drive unit 211) of each stopped reel 21L, C, and R, and determines whether the combination of symbols 27 is a winning symbol.
[0055] In this example of slot machine 1, when the start lever 131 is operated with game points bet, the reels 21 begin to spin, and an internal winning combination is determined by an internal lottery. The reels 21 can be stopped by operating the corresponding stop button 133, and when a combination of symbols corresponding to the internal winning combination is displayed in the symbol display window 11, a win is achieved. If the winning combination is one that awards points, a predetermined number of points corresponding to the winning combination are awarded and added to the game points. This series of operations constitutes normal gameplay of slot machine 1. To distinguish it from the simulated game described below, normal gameplay of slot machine 1 is referred to as "this game".
[0056] In the slot machine 1 of this example, there is a provision for a simulated game to be executed prior to the actual game. The simulated game is a type of reel performance in which the rotation of the reels 21 is stopped (simulated stop in this embodiment) by operating the stop button 133, and some combination of symbols is displayed in the symbol display window 11, similar to the actual game described above.
[0057] In the simulated game, either the winning symbol for the white 7 bonus (see Figure 4) or the winning symbol for the black 7 bonus (see Figure 4) is displayed as if it were stopping. In this simulated game, it is possible to stop reel 21 just like in the actual game, but unlike the actual game, no points are awarded based on the stopping result of reel 21.
[0058] In the simulated game, unlike the actual game, the reels 21 do not stop completely, but rather one of the symbols remains stopped, and the reels 21 continue to vibrate slightly. In the simulated game, this simulated stopping of the reels 21 makes it possible to distinguish it from the actual game. When the simulated game ends, the rotation of the reels 21 resumes and the actual game begins. The simulated game is a reel animation that is performed after the start lever 131 is operated and before the rotation speed of the reels 21 reaches a constant level in the actual game. In the simulated game, any combination of symbols can be displayed by simulating the stopping of the rotation of the reels 21 by operating the stop button 133. The simulated game is performed before the actual game. In the slot machine 1 of this example, there are settings for when a game consists only of the actual game, and when it is a combination of the simulated game and the actual game. The simulated game never occurs alone, but always occurs in combination with the actual game. Therefore, the number of games played on slot machine 1 in this example matches the number of games played.
[0059] In this example of slot machine 1, after a win in the higher AT lottery (bonus win) is announced, the game transitions to the higher AT (white 7 bonus, black 7 bonus) from the next game. When the game transitions to the higher AT, a simulated game is executed in the first game, and the winning symbols for the black 7 bonus or white 7 bonus (see Figure 4) are simulated to stop. The simulated game ends and the game transitions to the main game when the start operation is performed while the winning symbols for the black 7 bonus or white 7 bonus are simulated to stop. Note that there are no restrictions on pull-in control in the simulated game. Therefore, no matter when the stop button 133 is operated, the winning symbols for the black 7 bonus or white 7 bonus will always be pulled in and stop.
[0060] When the main control unit 20 determines that any winning combination has been achieved, it grants a bonus corresponding to that winning combination. For example, if the winning combination is a 2-point combination, it grants 2 points. When a BB combination is achieved, the main control unit 20 generates a bonus game as a bonus. If a White 7 Bonus or Black 7 Bonus is achieved through simulated gameplay, a higher-level AT, which is a simulated bonus, is generated. The number of points awarded during gameplay on slot machine 1 is added to the game score. During gameplay, various game data (number of bonuses, number of ATs, number of games, etc.) can be displayed on the information display unit 140 in accordance with the information display operation on the information display unit 140.
[0061] During gameplay, the main control unit 20 transmits various game signals indicating the game results to the card unit 3 as needed. Examples of game signals transmitted to the card unit 3 include the out signal, safe signal, and bonus signal. The out signal is a signal indicating the number of game points consumed during gameplay and is output in accordance with the betting operation for game points. The out signal is information on the deduction of game points. The safe signal is a signal indicating the score awarded as a result of the game. The safe signal is information on the addition of game points. The bonus signal is a signal output during the execution of a bonus game corresponding to the winning of a BB role.
[0062] Card unit 3 aggregates the various game signals received from the corresponding slot machine 1 to generate and store game information, and transmits the game information to an in-house management device (not shown) as needed. In addition, card unit 3 updates the stored score count in response to the receipt of score addition and subtraction information from the corresponding slot machine 1. Card unit 3 also transmits information on the player's deposit balance and score count to the in-house management device as needed.
[0063] When finishing a game on slot machine 1, the player can send the accumulated game points to card unit 3 by performing a counting operation on the touch-operable information display unit 140. The game points on slot machine 1 are deducted in accordance with the transmission to card unit 3. Card unit 3 stores the points earned by the player as their point balance and updates this balance by adding to the game points received from slot machine 1.
[0064] When the return button 36 is operated while the card unit 3 has at least one of the following ownership values: deposit balance, points held, and saved points, a game card 50C with that ownership value associated with it is issued. The association of ownership value with the game card 50C is achieved by the in-house management device storing the ownership value by associating it with the card ID (identification information of the game card 50C), etc. When the in-house management device stores the points held, it stores it by associating it with the identification information of the game machine on which the game was played. Some ownership value information is recorded by directly writing to the game card 50C.
[0065] (B) Overview of slot machine gameplay In the slot machine 1 of this example, as shown in Figure 5, there are two game states: a non-advantageous period and an advantageous period. The advantageous period is a game state that includes an AT (Attack Time) where, when a 15-point combination is achieved, the game machine 2 will notify the player of the correct button press order (hereinafter referred to as "button press order navigation") with a high probability. In the advantageous period, the game is set to either an AT, which is an example of a special state, or a normal state (normal time), which is a non-AT state.
[0066] The non-advantageous section is divided into a non-internal state where the BB role (bonus role) has not been internally won, and an internal state where the BB role has been internally won. Slot machine 1 is controlled to the non-advantageous section at the time of factory shipment, during initialization by a predetermined initialization operation, and when a predetermined reset condition (an example of a predetermined termination condition) is met in the advantageous section. The non-advantageous section controlled at the time of factory shipment and during the predetermined initialization operation is a non-internal state where the BB role has not been internally won. On the other hand, when the predetermined reset condition is met and the machine transitions to the non-advantageous section, it enters an internal state where the BB role has been internally won.
[0067] If you win the lottery for transitioning to the advantageous period during a non-advantageous period, you will transition to the advantageous period. In this example configuration, if any winning combination is internally achieved in a game during the non-advantageous period, you will win the lottery for transitioning to the advantageous period. In this example configuration, since one winning combination is internally achieved in each game during the non-advantageous period, you will always win the lottery for transitioning to the advantageous period in the first game of the non-advantageous period. The probability of winning the lottery for transitioning to the advantageous period can be set arbitrarily.
[0068] Slot machine 1 in this example is a gaming machine designed in accordance with rules that limit the advantageous period during which AT (Automatic Trigger) can occur to a certain extent, in order to curb excessive gambling tendencies. Slot machine 1 is designed so that when the number of game points acquired in the advantageous period reaches 2400 points, the reset condition is met, the advantageous period ends, and the machine transitions to a non-advantageous period. The non-advantageous period is a period in which notification of the order of button presses is not possible, and all information related to the above notification is erased when transitioning from the advantageous period to the non-advantageous period.
[0069] In this example, the player of slot machine 1 aims to enter the AT (special state) from the normal state (normal time), which is a non-AT state. In the normal state, the player will be in one of the following states: the general normal state, the pull-back state (an example of a return normal state), or the CZ (a example of a special normal state) (see Figure 5). The general normal state is the least favorable low-probability state with the lowest probability of winning an AT. The pull-back state is a normal state that occurs when transitioning from the AT to the normal state. The pull-back state has a higher probability of winning an AT compared to the general normal state. The CZ is a high-probability state with a high probability of winning an AT, and as will be explained in more detail later, its gameplay differs from that of the general normal state and the pull-back state.
[0070] During normal gameplay, cycles consisting of 32 games (an example of a predetermined number of games) are repeated. At the start of each cycle, a favorability lottery is held to determine the favorability applied to the AT (Attack Time) and the subsequent return state after the AT ends. The favorability refers to the navigation probability and other favorable factors applied to the AT.
[0071] The navigation probability determined by the above-mentioned advantage lottery is set for each game in the cycle. If you win the AT lottery (AT win), the advantage factors such as the navigation probability set for the game at the time of the win will be applied to the AT triggered by that AT win. During the progress of the cycle, the progress of the cycle will be displayed, for example, if the number of games played is 28, it will be displayed as 28 / 32, etc.
[0072] If you win the CZ lottery while in the normal state, the conditions for transitioning to the CZ are met and you transition to the CZ. The CZ lottery is performed when so-called rare small wins, such as 2-point wins, occur. You may transition to the CZ in the game following the game in which you win the CZ lottery (winning game), in the winning game, or after a predetermined number of games (so-called pre-announcement games) have been played since the winning game. When you transition to the CZ, the expectation of transitioning to the AT increases, and if the transition to the AT is decided by the AT lottery, you can then transition to the AT. On the other hand, if the transition to the AT is not decided, you will transition to the general normal state, which is a low probability state, in accordance with the end of the CZ.
[0073] Under normal circumstances, an AT (Attack Time) is triggered when the AT lottery is won. If the AT lottery is won, the game will transition to AT at one of the following times: the next game after winning, the winning game, or after the pre-announcement game count has been completed. The number of AT games (an example of a special number of games), which is the duration of the AT, is determined by a lottery when the AT is triggered, and is set from 20 to 100 games. Alternatively, the number of AT games may be set to a fixed number of games.
[0074] During AT (Attack Time), when a 15-point combination is achieved (when a 15-point combination and a 1-point combination are won simultaneously), a push-button navigation (push-button notification) occurs with high probability, increasing the likelihood of winning a 15-point combination. As will be explained in more detail later, in this example slot machine 1, there are multiple types of advantage levels, Navigation Probability A to E, which are the probability of push-button navigation occurring (an example of an advantage level). The Navigation Probability applied to AT is determined according to the internal state when the AT lottery is won under normal conditions. During AT (Attack Time), if a rare small win occurs, a lottery is held to increase the navigation probability. If the lottery is won, the navigation probability applied to that AT will be increased to a more favorable probability, and the AT game will proceed with that more favorable navigation probability thereafter.
[0075] Furthermore, during AT, a higher AT lottery (bonus lottery) is held to determine the transition to a higher AT (higher special state), which is a pseudo-bonus. As mentioned above, examples of higher ATs include the White 7 Bonus, which is an example of the first higher special state, and the Black 7 Bonus, which is an example of the second higher special state. The White 7 Bonus is a higher AT that lasts for 20 games. The Black 7 Bonus is a higher AT that lasts for 60 games.
[0076] The higher-level AT continues for a predetermined number of games, after which it transitions to the regular AT. In the higher-level AT, the navigation probability is higher than in the regular AT, so players can expect to receive more points. In this example, the Black 7 Bonus and White 7 Bonus are ATs to which the most advantageous navigation probability E is applied out of several types of advantageous probabilities (navigation probabilities A to E), and are ATs to which players can expect to receive more points.
[0077] In AT mode, the remaining number of AT games is determined by subtracting one game each time a game is played, starting from a predetermined number of AT games. When the remaining number of AT games reaches zero, the AT ends due to the use of the remaining AT games (special state termination method), and the player returns to a non-AT state, the pull-back state (normal state). In the case of a higher-level AT, which is a pseudo-bonus, the subtraction of the remaining AT games is stopped. Therefore, if a higher-level AT occurs, the number of games played in AT increases by the number of games in the higher-level AT.
[0078] As described above, in this example, slot machine 1 has two normal states other than the CZ: a general normal state and a pull-back state, both with different AT winning probabilities. The general normal state is a low-probability state with a low expectation of winning an AT. The pull-back state is a high-probability state with a high expectation of winning an AT. After the AT ends, the player transitions to the pull-back state, and this high-probability state continues until the player wins the drop-out lottery, which is a lottery to transition back to the normal state. With this configuration, in slot machine 1, the expectation of winning an AT increases after the AT ends, so consecutive ATs can be expected.
[0079] Furthermore, in this example configuration, multiple modes are set for the "pull-back" state, each with a different probability of falling, which is the probability of winning the fall-out lottery. In the following explanation, a pull-back state with a high probability of falling will be referred to as the "short" pull-back state, a pull-back state with a low probability of falling will be referred to as the "long" pull-back state, and so on.
[0080] The expected probability of winning an AT (Attack Time) during a comeback state, and the navigation probability upon winning an AT, differ depending on whether or not a non-advantageous period is passed after the AT ends. In a comeback state that does not pass through a non-advantageous period, the advantage level (such as navigation probability) determined by the advantage level lottery performed at the start of the cycle is used as the base advantage level, and an advantage level equivalent to or higher than that is set. On the other hand, in a comeback state that passes through a non-advantageous period, a higher advantage level is set regardless of the result of the advantage level lottery.
[0081] In this example, the AT termination condition is set to zero games, which is calculated by subtracting one game for each game played starting from a predetermined number of games. Alternatively, the AT termination condition may be set to zero games, which is calculated by adding one game for each game played starting from zero. When the termination condition is met, it is appropriate to determine that the AT has ended.
[0082] (C) The distinctive gameplay of slot machines Slot machine 1 in this example has the following features: (C1) the gameplay of the CZ, (C2) the navigation probability set under normal conditions, (C3) the transition to a higher AT, (C4) the lottery corresponding to breaking through the advantageous section reset, and (C5) gameplay effects based on point consumption. The gameplay features of (C1) to (C4) will be explained in order below.
[0083] (C1) Gameplay of CZ (Special Normal State) The CZ (Chance Zone) is a two-part game consisting of a first part (first special normal state) and a second part (second special normal state). In the first part, a continuation rate increase lottery (mitigation lottery) is held to determine the continuation rate in the second part, and in the second part, a breakthrough lottery (breakthrough condition) is held based on the determined continuation rate. If the breakthrough lottery is won for 5 games in the second part, the transition to AT (Attack Time) is determined by an AT lottery (special state lottery).
[0084] (First half) The first part starts, for example, with an initial continuation rate of 60% and continues for, for example, 5 games. In the first part, a continuation rate UP lottery, which is an example of a relaxed lottery, is performed for 5 games. If this continuation rate UP lottery is won, the continuation rate will increase by one level, two levels, or up to the maximum probability (continuation rate of 100%), as shown in Figure 6. The probability of increasing the continuation rate by one level is 5%. The continuation rate UP lottery is performed by referring to the internal winning combination or the winning combination. Thus, in slot machine 1 of this example, the winning conditions for the AT lottery (an example of a special state lottery to determine the transition to a special state) performed in the second part are relaxed according to the result of the continuation rate UP lottery in the first part.
[0085] When the internal lottery result is a loss, as shown in Figure 6, the probability of winning the continuation UP lottery is zero. When a replay or a 15-point combination is won, the probability of a 1-stage UP is highest, with a winning probability of 77%. When the internal winning flag for a rare combination is set, the probability of a 2-stage UP is highest, with a winning probability of 76%. In the continuation UP lottery, which is executed when a replay or a 15-point combination is won, or when a rare combination is set, the probability of not winning is 0%. Therefore, unless the continuation rate has already reached 100% when the continuation UP lottery is executed, the continuation rate will always increase when a replay or a 15-point combination is won, or when a rare combination is set.
[0086] (Second half) The second half of the game continues for a maximum of 5 games. During these 5 games, a breakthrough lottery is conducted based on the continuation rate determined in the first half of the game. If the predetermined breakthrough condition is met, meaning the breakthrough lottery is won in all 5 games, the transition to AT (Attack Time) is determined. In other words, in this example of slot machine 1, the fulfillment of the predetermined breakthrough condition in a predetermined number of consecutive games corresponds to winning the AT lottery (special state lottery). When the fulfillment of the predetermined breakthrough condition in a predetermined number of consecutive games (5 times in this example) is achieved, the transition to AT is determined.
[0087] On the other hand, if the breakthrough lottery is not won during the second half of the game and a game occurs where the breakthrough conditions are not met, the CZ immediately ends and the game returns to the normal state. In this example, in addition to the breakthrough lottery based on the continuation rate, the breakthrough conditions can also be met depending on the type of winning role determined by the internal lottery. For example, if a rare role is won and met by the internal lottery, the breakthrough conditions can be cleared.
[0088] In this example, even if the breakthrough lottery based on the continuation rate (first breakthrough condition) is not won, if a rare role is achieved (second breakthrough condition), the breakthrough condition for that game is met, and the CZ continues without ending. If the breakthrough lottery is won and a rare role is achieved, and both the first and second breakthrough conditions are met, the right to achieve either the first or second breakthrough condition can be carried over to the next game. For example, in the next game, even if the breakthrough lottery is not won and a rare role is not achieved, the right to achieve the condition carried over from the previous game allows the player to break through the next game and continue the CZ.
[0089] In this way, in the second half of the game, you can advance through the game and continue the Challenge Zone (CZ) depending on whether you meet either the first or second breakthrough condition. If both breakthrough conditions are met, the right to advance through the game is taken based on the condition that was met, and the other condition is carried over to the next game.
[0090] Furthermore, if the continuation rate reaches 100% in the first half, but there are still games remaining in the first half, the AT may be triggered without using up the remaining games. Alternatively, the remaining games may be used for a lottery to rewrite the type of higher AT or a lottery to increase the navigation probability.
[0091] Alternatively, instead of the configuration in this example, the AT lottery may be implemented in the latter half of the game in which players win based on the placement of a predetermined minor role or the number of times a predetermined minor role is placed. In that case, the lottery to increase the number of predetermined minor role types or decrease the number of predetermined minor role placements may be implemented as a variation of the relaxed lottery (continuation rate UP lottery) performed in the first half of the game. Furthermore, the gameplay of the CZ (Challenge Zone) could be adapted such that the goal is to win an AT (Attack Time) lottery while playing a predetermined number of games, such as 10 games. A scenario could be set that affects the probability of winning an AT in each game during the CZ, and the expected AT win rate (expected rate of transitioning to the AT state), which is the expected rate of winning an AT (winning the AT lottery), could differ for each scenario.
[0092] (C2) Navigation probability set under normal conditions In the slot machine 1 of this example, the navigation probability (an example of an advantage) applied to the AT is determined according to the internal state of the normal state when an AT is won. As described above, in the normal state, an advantage lottery is performed to determine the advantage, such as the navigation probability. The advantage, such as the navigation probability determined by the advantage lottery, is then set for the game in the normal state, thereby setting the internal state of the normal state. When an AT is won, the advantage, such as the navigation probability, that was set as the internal state of the normal state, that is, the advantage, such as the navigation probability, that was set for the game at the time of the AT win, is applied to the AT triggered by that AT win. As will be described in more detail later, in the slot machine 1 of this example, a display effect is performed to suggest or inform which navigation probability is set as the internal state of the normal state (advantage indication means).
[0093] Under normal circumstances, at the start of each cycle (32 games per cycle in this example), a favorability lottery is held to determine the favorability of navigation probabilities and other factors. In other words, a favorability lottery is held every cycle, and navigation probabilities are set as shown in the cycle image in Figure 7. The winning probabilities and details of each navigation probability in the same figure are shown in Figure 8. Navigation probability A, where the suggestion probability (probability of when push order navigation (push order notification) occurs) is 1 / 5, has a winning probability of 55%. Navigation probability B, where the suggestion probability is 1 / 4, has a winning probability of 25%. Navigation probability C, where the suggestion probability is 1 / 3, has a winning probability of 12.5%. Navigation probability D, where the suggestion probability is 1 / 2, has a winning probability of 6.25%. Navigation probability E, which has a suggestion probability of 1 / 1 and is the most favorable, has a winning probability of 1.25%.
[0094] In this example, if a CZ (Chance Zone) is won during a cycle, the cycle is extended by the number of games played in that CZ, increasing the total number of games. For example, if the CZ consists of 10 games, one cycle is treated as 32 + 10 = 42 games. Note that during a CZ, the count of games played may be stopped, preventing the cycle from progressing.
[0095] Furthermore, transitions to AT or CZ may occur after a pre-announcement period of a predetermined number of pre-announcement games (for example, 17 games). During this pre-announcement period, one cycle may end and a new cycle may begin. For example, this could be the situation shown in Figure 9, where a new cycle begins before the end of the pre-announcement period after winning an AT, or the situation shown in Figure 10, where a new cycle begins before the end of the pre-announcement period after winning a CZ lottery (winning a CZ).
[0096] In the situation shown in Figure 9, for example, after winning an AT within a cycle where navigation probability D is set, a new cycle begins during the pre-announcement game count, and a new navigation probability is set by a favorability lottery at the start of the cycle. At this time, if the new navigation probability is, for example, navigation probability A which is less favorable than navigation probability D, and an AT with navigation probability A occurs in the new cycle, it will be disadvantageous for the player.
[0097] Furthermore, the situation in Figure 10 is one in which, for example, after winning a CZ within a cycle where navigation probability D is set, a new navigation probability is set at the start of a new cycle while the pre-announcement game count is being consumed. For example, if the new navigation probability is navigation probability A, even though a CZ was won in a cycle where navigation probability D was set, there is a possibility that an AT win will occur in a CZ during a cycle where navigation probability A is set. If the AT corresponding to this AT win is an AT with navigation probability A, it will be disadvantageous to the player.
[0098] In this example, slot machine 1 incorporates technical features to prevent the aforementioned disadvantages to players. Specifically, if a new cycle begins before the number of pre-announcement games is completed, a navigation probability equivalent to or more favorable than the navigation probability set for the game in which the AT or CZ was won (the decision game) is determined by a favorability lottery at the start of the new cycle.
[0099] For example, if an AT or CZ is won in a cycle where navigation probability D is set, as shown in Figures 9 and 10, and a new cycle starts before the end of the pre-announcement period, the winning probabilities for each navigation probability will be set as shown in Figure 11 in the advantage lottery at the start of the new cycle. In this figure, the winning probabilities for navigation probabilities A to C are zero, and only navigation probabilities D and E have a chance of winning. If the winning probabilities for each navigation probability are set in this way, then either navigation probability D or E will always be won. Navigation probability D is equivalent to the original navigation probability D that was set in the game in which the AT or CZ was won. Navigation probability E is more advantageous than the original navigation probability D. Figures 9 and 10 are examples in which navigation probability D is determined by the advantage lottery at the start of a new cycle.
[0100] Furthermore, it is also good practice to provide indications of which navigation probability is set during the cycle. These indications can be made in any way, such as by increasing the frequency of appearances of characters corresponding to the navigation probability or by changing the background of the display animation during normal gameplay. As will be explained in more detail later, in this example, the indications are made in accordance with the points consumed.
[0101] (C3) Transition to higher AT In the gameplay of slot machine 1 in this example, during AT, if a rare small win (a 2-point win in this example), which is an example of a special small win, occurs, or if a predetermined winning combination (a 15-point win in this example) is achieved consecutively, a higher AT lottery (an example of a predetermined lottery; a bonus lottery) is executed. Then, depending on the success of the higher AT lottery (a bonus win), which is an example of a predetermined promotion condition, a transition to a higher AT (a higher special state, a pseudo-bonus) lasting a predetermined number of games is determined.
[0102] When a player wins the higher-level AT lottery, the type of higher-level AT is also determined by the bonus selection lottery mentioned above. There are two types of higher-level ATs: the first-level AT, the White 7 Bonus, and the second-level AT, the Black 7 Bonus. The White 7 Bonus has a predetermined number of games of 20, while the Black 7 Bonus has a predetermined number of games of 60. The probability of receiving either the Black 7 Bonus or the White 7 Bonus differs depending on the navigation probability (advantage level) applied when the higher-level AT was won. The more advantageous this navigation probability, the higher the probability of receiving the advantageous Black 7 Bonus.
[0103] Furthermore, the probability of winning in the higher AT lottery, which is executed in response to consecutive wins of a predetermined winning combination over a target number of times (4 or 5 times), is 100%. Therefore, in practice, consecutive wins of a predetermined winning combination over a target number of times constitute one example of a predetermined promotion condition. The target number of 4 and the target number of 5 are examples of multiple promotion conditions. The above-mentioned advantage lottery determines which of the promotion conditions of 4 or 5 target numbers is the advantage, and this is set by the advantage setting means described above. Alternatively, instead of this example configuration, the higher AT lottery for consecutive wins of 15-point combinations may be omitted, and the player may immediately transition to the higher AT in response to consecutive wins over a target number of times. When comparing the target number of 4 and the target number of 5 as promotion conditions for the higher AT, it is naturally the case that the fewer target number of 4 has a higher probability of being achieved and is a more advantageous promotion condition.
[0104] Once a transition to a higher-level AT is decided, the transition to the higher-level AT will occur immediately. In the higher-level AT, the most favorable navigation probability E will be applied. Alternatively, the navigation probability applied to the higher-level AT may be determined by lottery. In this case, it is advisable to determine a new navigation probability that is equivalent to, or more favorable than, the navigation probability applied when the higher-level AT lottery was won. If the most favorable navigation probability E was applied when the higher-level AT lottery was won, that equivalent navigation probability E will be maintained in the higher-level AT.
[0105] During a Higher AT, the count of games played in the regular AT is suspended. For example, in a regular AT with a duration of 20 games, if a White 7 Bonus with a duration of 20 games occurs as a Higher AT, the duration of the Higher AT is added to the duration of the regular AT, making the total duration of the AT, including the Higher AT, 40 games. In this case, if the duration of the regular AT is further extended, the duration of the AT or Higher AT will exceed 40 games.
[0106] When the AT ends, the game transitions to a high-probability "re-entry" state. For games in this re-entry state, the navigation probability is set to be the same as, or even more favorable than, the navigation probability applied to the AT that ended. As a result, when an AT is won again in the re-entry state after the AT has ended, a favorable navigation probability can be expected.
[0107] Furthermore, while the occurrence of rare symbols is a condition for winning a higher-level AT (bonus) lottery, the occurrence of 15-point symbols is a condition for winning a higher-level AT lottery. Therefore, the higher the AT navigation probability, the higher the probability of landing 15-point symbols, and the greater the expectation of winning a higher-level AT (bonus). The target number of consecutive wins for the 15-point combination is set to be less than or equal to the predetermined number of AT games. In this example, since the number of AT games is set to 20-100 games, the target number of consecutive wins is set to 5 and 4, which is less than the number of AT games.
[0108] The process leading up to the decision on whether to transition to a higher AT will be explained by referring to Figure 12. This figure illustrates a pattern where the target number of consecutive wins of the 15-point combination is 5. Pattern 1 in Figure 12 is a pattern where the 15-point combination is achieved in each of the n to n+4 games, triggering a push-order navigation (push-order notification), and the 15-point combination is won consecutively for the target number of 5 times. In this pattern, the player wins the higher AT lottery in accordance with the 5 consecutive wins of the 15-point combination, and the transition to a higher AT is decided.
[0109] Pattern 2 in Figure 12 is a pattern in which a 15-point combination is achieved in each of the n to n+3 games, a button press navigation is generated and the 15-point combination is awarded, but in the n+4 game, a 15-point combination is achieved, but no button press navigation is generated and the 15-point combination is not awarded, so the higher AT lottery is not executed and no win occurs.
[0110] Pattern 3 in Figure 12 is a pattern in which, after a 15-point win occurs in each of the n to n+2 games, prompting a button press navigation and awarding the 15-point win, a button press navigation does not occur in the n+3 game where a 15-point win occurs, but the player correctly guesses the button press order and wins the 15-point win, and then a button press navigation occurs in the n+4 game where a 15-point win occurs, awarding the 15-point win, which triggers a higher AT lottery and determines the transition to a higher AT. Note that if a button press navigation does not occur in the game where a 15-point win occurs, it is also good to display an effect that suggests the occurrence of a 15-point win to prompt the player to guess the correct button press order.
[0111] Furthermore, even when the target number of consecutive wins of the 15-point combination is four, patterns corresponding to each of the examples shown in Figure 12 can be assumed. For example, the pattern corresponding to Pattern 1 in Figure 12 is a pattern in which the 15-point combination is achieved in each of the n to n+3 games, a push-order navigation (push-order notification) occurs, the 15-point combination is achieved four times in a row, the higher AT lottery is executed and a win is achieved, and the transition to the higher AT is decided. Also, the pattern corresponding to Pattern 2 in the same figure is a pattern in which the 15-point combination is achieved in each of the n to n+2 games, a push-order navigation occurs and the 15-point combination is achieved, but in the n+3 game, although the 15-point combination is achieved, a push-order navigation does not occur and the 15-point combination is not achieved, so the higher AT lottery is not executed and no win occurs.
[0112] As illustrated in Pattern 4 in Figure 13, it is possible for a rare small win to occur while 15-point wins are being awarded consecutively. In this case, if the consecutive streak of 15-point wins is interrupted, players expecting a higher-level AT (Attack Time) are likely to be dissatisfied. Therefore, if a rare small win occurs while 15-point wins are being awarded consecutively, it is best to ensure that the consecutive wins are carried over, as shown in the same figure.
[0113] Pattern 4 in Figure 13 is a pattern where, when the target number of consecutive wins of the 15-point combination is 5, a button press navigation occurs in the game in which the 15-point combination is achieved in games n to n+2, a rare combination occurs in game n+3, and then a button press navigation occurs in the game in which the 15-point combination is achieved in games n+4 to n+5, resulting in another win of the 15-point combination. In this case, the consecutive wins of the 15-point combination are carried over through the game in which the rare combination occurs in game n+3, resulting in a win in the higher-level AT. Note that the higher-level AT lottery is also conducted when the rare combination occurs. Therefore, when the rare combination occurs, in addition to consecutive wins of the 15-point combination, a win in the higher-level AT lottery can be expected. A pattern similar to Pattern 4 in Figure 13 can also occur when the target number is 4.
[0114] Furthermore, if the AT (Attack Time) ends while a streak of 15-point wins continues, it may lead players to feel that the streak of 15-point wins just before the end was wasted, potentially causing dissatisfaction. Therefore, in slot machine 1 of this example, if a streak of wins continues in the final game, the AT is extended and continues from the next game onward until the streak of wins is broken.
[0115] In such cases, we will explain using the pattern shown in Figure 14 as an example when the target number of times is 5. Pattern 5 in the figure is a pattern in which consecutive wins continue until the n+2nd game, just before the end, and the AT is extended to the n+3rd and n+4th games. In this pattern, since the AT was extended to the n+3rd and n+4th games and consecutive wins continued, a higher AT lottery was performed and a transition to a higher AT was decided.
[0116] Pattern 6 in Figure 14, like Pattern 5, shows a pattern where consecutive wins continue until the n+2th game, just before the end, and the AT is extended to the n+3rd and n+4th games. However, in Pattern 6, the consecutive wins were broken in the n+4th game, so the AT ended without the higher AT lottery being executed. It is advisable to extend the AT if a rare small win occurs in the game in which the AT was extended. A similar pattern can occur if the target number of consecutive wins of the 15-point win is 4.
[0117] The processing flow in the final game of AT will be explained with reference to the flowchart in Figure 15. In the final game of AT, it is first determined whether or not a rare small win has occurred (S101). If a rare small win has occurred (S101: YES), it is determined whether or not the consecutive win counter, which represents the number of consecutive wins of the 15-point win, is 1 or more (S112). If it is 1 or more (S112: YES), AT continues (S113). On the other hand, if a rare small win has occurred (S101: YES) but the consecutive win counter is not 1 or more (S112: NO), AT ends (S123).
[0118] If no rare small win occurs and no 15-point win is achieved (S101:NO → S102:NO), the AT ends as is (S114). On the other hand, if a 15-point win is achieved (S101:NO → S102:YES), the consecutive win counter is increased by 1 (S103), and it is determined whether the consecutive win counter has reached the target number (S104). If the consecutive win counter has reached the target number (S104:YES), a higher AT lottery is performed, and there is a 100% chance of winning, fulfilling the promotion conditions, and thus the transition to the higher AT is decided (S105). Note that the target number in Figure 15 is 4 or 5 times.
[0119] On the other hand, if the consecutive win counter in step S104 is less than the target number, the AT is extended and continues (S104: NO → S115). If the AT is extended, the new game becomes the final game of the AT, and the above process is repeated.
[0120] (C4) Lottery based on the successful completion of the advantageous period reset In the example slot machine 1, the conditions for resetting the advantageous period may be met during the continuation of the AT, and the AT may end when the advantageous period ends. In such cases, a lottery for re-entering the AT is performed in accordance with the reopening of the advantageous period after passing through the non-advantageous period. Unlike when the AT ends normally, when the AT ends due to the end of the advantageous period, the player is granted benefits related to re-entering the AT in accordance with the reopening of the advantageous period.
[0121] If, for example, one of the following reset conditions (conditions for the end of the advantageous period) is met while the AT is in progress, the AT will end along with the end of the advantageous period. The condition is that the total number of game points (acquired game points) earned during one advantageous period reaches 2300 points. The condition is that the AT ended when the total number of game points earned during the first advantageous period reached 1500 points or more. The condition is that the total number of game points earned in a single AT (Attack Time) round reaches 2000 points or more, and then the AT ends.
[0122] When the reset condition is met and the advantageous period ends, the game transitions back to the advantageous period via a non-advantageous period, resulting in a return state. When the return state is triggered by exceeding the reset condition for the advantageous period, an AT lottery is held, and if successful, an AT is triggered. On the other hand, if the AT lottery is not won, a return state is initiated, and an AT is triggered if the AT lottery is won during the return state. In other words, when the reset condition for the advantageous period is exceeded and the game transitions back to the advantageous period, an AT lottery is held in two stages: at the start of the return state and while the return state is ongoing.
[0123] In this example configuration, when the reset condition for the advantageous section is exceeded and a return state (recovery normal state) is entered, and when an AT lottery (special state lottery) is won while the return state is continuing, a higher advantage level, such as navigation probability D or navigation probability E, is applied to the AT, regardless of the advantage level set by the advantage level setting means. Alternatively, the system may be configured so that when either the AT lottery when the reset condition for the advantageous section is exceeded and a return state (recovery normal state) is entered, or the AT lottery while the return state is continuing, is won, a higher advantage level is applied to the AT, regardless of the advantage level set by the advantage level setting means.
[0124] Furthermore, in the return state that occurs when the conditions for resetting the advantageous section are met and the player returns to the advantageous section, it is advisable to set a higher expectation level for the AT compared to the return state that occurs when the player returns to the AT in accordance with the end of a normal AT without meeting the conditions for resetting the advantageous section. For example, it is advisable to lower the probability of returning from the return state to the normal state, increase the probability of winning the AT lottery, or increase the probability of winning when a rare role is achieved.
[0125] Furthermore, if the player wins the AT lottery while in a comeback state after exceeding the conditions for resetting the advantageous period, the game may be given benefits such as making it easier to select a more advantageous type of higher-level AT (pseudo-bonus) when it is drawn at the start of the AT, or granting the player the right to generate a higher-level AT in advance.
[0126] (C5) Gameplay effects using points In the gameplay of slot machine 1 in this example, a point acquisition lottery is held after each game, and by spending the acquired points, advantageous effects are performed for the player. As shown in Figure 16, the display unit 12 shows the points acquired according to the game played, as well as the cumulative points acquired.
[0127] Accumulated points can be used at any time the player chooses. By using points, predetermined display effects will be executed at predetermined timings. These predetermined timings include, for example, when a predetermined pre-announcement effect occurs, when a rare small win occurs, when a CZ (Chance Zone) starts, when an AT (Attack Time) ends, or in the game immediately following point consumption. Predetermined display effects include, for example, indications of navigation probability, indications of whether or not the player is in a high probability state, indications of the expected winning rate for various draws depending on the occurrence of a rare small win, indications of the CZ scenario, indications of setting values, indications of the type of high probability state, etc.
[0128] For example, regarding hints about the CZ (Chance Zone) scenario, it would be good to notify players that they can receive hints by spending points at the start of the CZ. Similarly, it would be good to notify players that they can receive hints by spending points when a rare small win occurs. On the other hand, if a player spends points in response to the notification but is then given a hint that the expectation level is low, it is highly likely to cause disappointment to the player. To avoid disappointment, it would be good to only notify players that they can receive hints by spending points if the expected expectation level exceeds a certain level.
[0129] When indicating gameplay states such as navigation probability or high probability states, the indication may be made in the game following the consumption of points, or the probability of the indication appearing may be increased until a predetermined LCD animation is performed. The timing and content of the display animation can be designed in any way, as long as it is advantageous to the player.
[0130] When consuming points, for example, by operating the performance button 143 or the information display unit 140 while reel 21 is stopped, the suggestion type selection screen (Figure 17(a)) can be displayed. The suggestion type selection screen displays the timing of the display performance, the content of the display performance, and the number of points consumed. The player can select and confirm the desired content by operating the performance button 143 or the information display unit 140.
[0131] Once the player has decided on the content of the display animation, a point consumption confirmation screen is displayed to ask whether or not to consume points for that content (Figure 17(b)). If the player agrees, a point consumption completion screen is displayed to indicate that the points have been consumed (Figure 17(c)). Subsequently, the predetermined display animation is executed at the timing corresponding to the decided display content.
[0132] In this example, points are awarded through a point-winning lottery after each game, but the number of points awarded can be designed in any way. For example, it could be configured so that one point is awarded per game. Furthermore, to allow players to earn more points after the arcade opens and before a predetermined number of games have been played, it may be possible to award two or more points per game.
[0133] Furthermore, some players may prefer to avoid ending a game with remaining points. For such players, it would be acceptable to allow them to use all of their accumulated points. In this case, it would be beneficial to include a visual indicator that clearly suggests the current state of the game.
[0134] As described above, the slot machine 1 in this example is a gaming machine capable of generating both a normal state with a low probability of winning and an AT (Automatic Trigger) state, which is an example of a special state with a higher probability of winning than the normal state. In slot machine 1, an AT lottery (special state lottery) is performed during a game in the normal state to determine whether or not to transition to AT.
[0135] In this example of slot machine 1, several types of navigation probabilities A to E are provided as navigation probabilities, which are examples of the advantages applied to AT (Attack Time), and one of these navigation probabilities is set for games in the normal state. Then, in this slot machine 1, the navigation probability set for a game in which it is determined by the AT lottery to transition to AT is applied to that AT.
[0136] In the gameplay of slot machine 1 in this example, the degree of advantage when transitioning to AT (Automatic Trigger) differs depending on which of the navigation probabilities A to E is set in the normal game state. With this slot machine 1, it is possible to attract the player's attention to the navigation probability set in the normal game state, thereby reducing the sense of boredom that the player may feel in the normal state.
[0137] In this example, slot machine 1 is controlled to either an advantageous section where push-button navigation (notification of advantageous stopping operation patterns) can be performed, or an unadvantageous section where push-button navigation cannot be performed. In slot machine 1, control is performed to set the game section to an unadvantageous section when a predetermined initialization operation is performed, or when a predetermined termination condition is met. On the other hand, control is performed to set the game section to an advantageous section when a predetermined advantageous section transition lottery is won in the unadvantageous section.
[0138] During the advantageous period, there are two game states: AT (Special State), where push-button navigation is executed with a high probability, and the normal state. The normal state includes a general normal state with a low expectation of AT, a CZ (Special Normal State) with a high expectation of AT, and a comeback state (recovery normal state) that occurs in response to AT or a switch from a non-advantageous period to an advantageous period.
[0139] In the example slot machine 1, the navigation probability set for the normal game state is basically applied to the transitioned AT. However, if the AT lottery (special state lottery) is won at least one of the following times: when the conditions for resetting the advantageous section are overcome and a comeback state occurs, or while the comeback state is continuing, the higher navigation probability will be applied to the transitioned AT, regardless of the navigation probability set for the game in which the AT lottery was executed. Therefore, according to the example slot machine 1, when controlled from an advantageous section to a non-advantageous section, it is possible to stimulate anticipation for the next advantageous section where a higher navigation probability will be applied, thereby suppressing the decrease in the desire to play due to the reset of the advantageous section.
[0140] Furthermore, in this example configuration, the expected probability of winning the AT lottery (special state lottery) in the comeback state that occurs after exceeding the conditions for resetting the advantageous section is set higher than the expected probability of winning the AT lottery in the comeback state that occurs without exceeding the conditions for resetting the advantageous section.
[0141] Thus, in the slot machine 1 of this example, the return state, which has exceeded the reset conditions for the advantageous section, is treated more favorably than the normal return state, which has not exceeded the reset conditions for the advantageous section. With this configuration, for example, the decrease in the desire to play when the game is controlled from the advantageous section to the non-advantageous section with the end of the AT can be suppressed, the monotony of the game in the normal state can be eliminated, and the enjoyment of playing can be improved.
[0142] In the slot machine 1 of this example, if it is determined through an AT lottery that the player will transition to AT, the player will transition to AT after a pre-announcement period that includes a predetermined number of games (17 games in this example). By including a pre-announcement period, the sense of boredom that a player might feel under normal circumstances can be reduced. On the other hand, in this slot machine 1, the advantages such as the navigation probability applied to AT are determined by an advantage lottery after a predetermined number of games (32 games in this example) have been played. If the advantage lottery is performed before the pre-announcement period has elapsed, an advantage navigation probability equivalent to or better than the navigation probability set for the game in which the AT was won will be determined.
[0143] Furthermore, slot machine 1 in this example is capable of generating a CZ, which is an example of a special normal state with a high probability of winning an AT. In slot machine 1, if the player wins the CZ lottery (special normal lottery) which is performed in a game with a low probability of winning an AT (general normal state), the player will transition to the CZ after a premonition period. In the AT (special state) to which the player has transitioned through the AT lottery (special state lottery) under the CZ, the advantages such as the navigation probability set for the game in which the transition to the CZ was decided will be applied. If the advantage lottery is performed before the premonition period has elapsed, a navigation probability equivalent to or more advantageous than the navigation probability set for the game in which the transition to the CZ was decided will be determined.
[0144] In this example, slot machine 1 includes a pre-announcement period when a transition to AT (Special State) or CZ (Special Normal State) is decided. This reduces the boredom that players may feel in the normal state, while also ensuring that the advantage of AT does not decrease after going through the pre-announcement period. Therefore, with this slot machine 1, it is possible to maintain the player's sense of anticipation and tension towards AT and CZ without causing anxiety that the pre-announcement period might induce some kind of disadvantage.
[0145] In this example, the CZ (Special Normal State) in slot machine 1 consists of a first part (First Special Normal State) consisting of a portion of a predetermined number of games, and a second part (Second Special Normal State) consisting of the remaining games. A special state lottery is performed in at least the second part, but the winning conditions for this special state lottery may be relaxed depending on the results of the relaxation lottery performed in the first part. Thus, in slot machine 1 in this example, the navigation probability set for games in the normal state to which the transition to AT has been decided by the special state lottery as described above is applied to the AT to which the transition is made, and there is a provision that the winning conditions for AT may be relaxed during the continuation of the CZ. With this configuration, the monotony of gameplay in the normal state can be eliminated and the enjoyment of the game can be improved.
[0146] In this example, in the latter half of the game, a transition to AT (Attack Time) is determined when a predetermined breakthrough condition is met in a predetermined number of consecutive games. The breakthrough condition is met when at least one of the following is met: the first breakthrough condition, which is met by the result of the AT lottery (special state lottery), and the second breakthrough condition, which is met when a rare role (an example of a specific role) is won by internal lottery. In this example, since the breakthrough condition is considered to have been met when a rare role is achieved in the latter half of the game, players can play while expecting both the achievement of the breakthrough condition and the achievement of a rare role, thereby eliminating the monotony of the game in the normal state and improving the enjoyment of the game.
[0147] When the first and second breakthrough conditions are met simultaneously, the next game is treated as a game in which the conditions are met, regardless of whether the first and second breakthrough conditions are met in the next game. In the latter half of the game, if a breakthrough condition is met and a rare role is achieved, the benefits of that rare role are carried over to the next game. This suppresses the disappointment of having drawn a rare role unnecessarily, eliminates the monotony of the game in normal mode, and improves the enjoyment of the game.
[0148] In the gameplay of slot machine 1 in this example, when transitioning from AT to the normal state, the advantageous status, such as the navigation probability applied to that AT, is set for the return state. Therefore, when an AT lottery is won while in the return state, the advantageous status, such as the navigation probability, of the previous AT is continuously applied to the newly occurring AT. In this slot machine 1, after the end of an AT with a high advantageous status, players can expect to continue to have an AT with a high advantageous status, thus maintaining the player's sense of anticipation and tension regarding winning the AT lottery.
[0149] In this example, slot machine 1 can generate a higher-level AT (higher-level special state, which is either a pseudo-bonus, the Black 7 Bonus or the White 7 Bonus) with an improved probability of winning. In this slot machine 1, when a predetermined winning combination (in this example, the 15-point combination) is won consecutively for a target number of times (in this example, 5 times or 4 times) during the AT, a higher-level AT lottery with a 100% winning probability is executed, and the player can transition to the higher-level AT. The AT ends when a predetermined number of continuous games (in this example, 20 to 100 games) have been played, however, if the predetermined winning combination continues to be won consecutively, the AT will continue even after the predetermined number of continuous games have been played.
[0150] Slot machine 1 features gameplay that stimulates players' anticipation and tension towards a higher-level AT during normal AT (Attack Time) rounds. In particular, with slot machine 1, if a predetermined winning combination (15 points in this example) is achieved consecutively during AT, the AT continues even after a predetermined number of games have been played. Therefore, players will not feel dissatisfied if the AT ends despite consecutive winning combinations, and their anticipation and tension towards a higher-level AT can be maintained.
[0151] In the slot machine 1 of this example, a favorability lottery is held after a predetermined number of games (32 games in this example) that constitute one cycle, and the favorability level, such as the navigation probability, determined by this lottery is set. In the normal state where the navigation probability is set high, the player will play hoping that a small role with a high expectation of winning the AT (transition expectation) will occur before the predetermined number of games have passed, and in the normal state where the navigation probability is set low, the player will play hoping for a new navigation probability after the predetermined number of games have passed. In this way, by holding a favorability lottery every cycle, it is possible to maintain the player's expectation and tension regarding winning the AT without causing boredom, even when the expectation of winning the AT is low.
[0152] The slot machine 1 in this example is equipped with an advantage indication means that suggests to the player the navigation probability (an example of advantage) set for the normal state of the game. In the configuration of this example, the navigation probability set for the normal state of the game is suggested by a display effect from the display unit 12. This allows the player to understand the navigation probability and play the game based on the understood navigation probability. Even in situations where the expectation of winning the AT is low, the player will not become bored, and the sense of anticipation and tension towards winning the AT can be maintained.
[0153] In this example, slot machine 1 can have two states: a normal state, which is a low-probability state with a low probability of transitioning to AT (Special State) (AT winning probability), and a comeback state, which is a high-probability state with a higher probability of transitioning than the low-probability state. After transitioning from AT to the normal state, a comeback state occurs for a predetermined period of time. During games in the comeback state, a fall-out lottery (normal state lottery) is performed to determine whether to transition back to the low-probability normal state.
[0154] In slot machine 1, after the AT ends, a "re-entry" state is set with a high probability of winning another AT. If an AT is won during this re-entry state, the navigation probability of the AT immediately preceding the re-entry state is maintained. With this configuration, if an AT is won again after the end of an AT with a high navigation probability, the navigation probability will not become unfavorable, thus preventing players from feeling dissatisfied or bored. Players can maintain a sense of anticipation and tension regarding winning an AT during the re-entry state, which is a high-probability state after the end of an AT.
[0155] In slot machine 1, if you win a higher-level AT lottery during an AT game, the navigation probability (an example of an advantage) applied to that AT will be increased to a more advantageous navigation probability.
[0156] Thus, in the slot machine 1 of this example, there is a provision that the navigation probability will be increased during the AT (Attack Time). In this case, that is, when the player wins the lottery for increased navigation probability, the increased navigation probability is set for the game in the comeback state after the AT has ended. Players will play with the expectation of winning the AT while the increased navigation probability is set, and will be able to maintain a sense of anticipation and tension until they win the AT without feeling bored.
[0157] Furthermore, in the gameplay of slot machine 1, after transitioning from AT to the normal state (high probability state), the advantage level, such as navigation probability, is reset when transitioning back to the general normal state depending on the outcome of the fall-out lottery. If the advantage level, such as navigation probability, is reset when transitioning from the pull-back state after the end of AT to the general normal state, then even after the pull-back state ends, players can continue to play with the expectation that the navigation probability will be set high. Players can maintain their anticipation of winning an AT without feeling bored until they win another AT.
[0158] In this example of slot machine 1, when a 15-point win, one example of a predetermined winning combination, occurs consecutively for a target number of times during the AT (Attack Time), a higher-level AT lottery (bonus lottery) with a 100% winning probability is executed, and depending on the win (bonus win), the player can transition to a higher-level AT. In this slot machine 1, when a predetermined number of AT games (20 to 100 games in this example) is played during the AT, a rare small win (one example of a special small win) occurs. On the other hand, if a 15-point win continues consecutively until just before the predetermined number of continuation games is played, the AT does not end and continues to the next game. In other words, in this example of slot machine 1, if the predetermined winning combination (15-point win) is played consecutively until just before the final game of the AT, and a so-called rare small win occurs in the final game, the AT will continue.
[0159] With this type of game design, it is possible to prevent situations that are disadvantageous to the player, such as when a rare small win, which is advantageous to the player, is achieved, but the state of consecutive wins of a predetermined winning combination ends, causing the AT to end. By avoiding such situations, it is possible to prevent player dissatisfaction and maintain the player's sense of anticipation and tension regarding the higher AT lottery.
[0160] Alternatively, the following configurations may be adopted instead of, or in addition to, the configuration in this example. Furthermore, the following configurations may be combined as appropriate. In this example, a slot machine that does not use tokens as a gaming machine is assumed, but a slot machine that pays out tokens is also acceptable. When considering payout-type slot machines, the points held and points saved are sometimes referred to as held tokens and saved tokens, respectively. In slot machine 1 of this example, the number of bets (specified number) is fixed at 3 points, but a slot machine that allows the player to select the number of bets in the normal state within the range of 1 to 3 points is also acceptable.
[0161] In this example, a 2-point win is designated as a rare win, but you could also include 1-point or 15-point wins, or treat some of the replay wins as rare wins. In that case, it would be good to make the winning symbols different from the usual winning symbols. The numerical values exemplified in this example can be designed in any way, and multiple numerical values may be identical.
[0162] The cycle for setting advantages such as navigation probability is set to 32 games, but the cycle can be 1 game or more and does not have to be a fixed number. Similarly, the number of pre-announcement games when winning the CZ lottery or AT lottery can be any number of games as long as it is 1 game or more and does not have to be a fixed number of games.
[0163] In this example, when you win the higher AT lottery and transition to the higher AT, a navigation probability that is more favorable than the navigation probability applied to the original AT is determined. Alternatively, it may be possible to apply a navigation probability that is one level more favorable than the navigation probability applied to the original AT to the higher AT.
[0164] In this example, reaching a target number of consecutive wins of the 15-point combination (an example of a predetermined winning combination) is one of the de facto conditions for promotion to the AT (Attack Time) mentioned above. Furthermore, a target number of 4 and a target number of 5 wins are set as multiple promotion conditions with different probabilities of occurring. The number and type of target number are not limited to 4 and 5 in this example and can be changed as appropriate. For example, the target number to be set as a promotion condition could be selected from a range such as 2 to 7 wins through a favorability lottery. In addition, in this example, the probability of winning the higher AT lottery when the target number of consecutive wins of the 15-point combination is reached is set to 100%, thus effectively making these consecutive wins a promotion condition. Alternatively, it would be possible to have multiple types of higher AT lotteries with different winning probabilities that are triggered by consecutive wins of the 15-point combination. For example, winning in a higher AT lottery with a 90% winning probability and winning in a higher AT lottery with a 60% winning probability could be set as multiple promotion conditions with different probabilities of occurring. Similarly, it is also good to have multiple types of higher-level AT lotteries with different winning probabilities, depending on the occurrence of rare small wins. In this case, the multiple types of higher-level AT lotteries with different winning probabilities become multiple promotion conditions with different probabilities of occurrence.
[0165] In this example, a pre-announcement game is set when the player wins the CZ lottery or the AT lottery. Alternatively, the pre-announcement period, which is the duration of the pre-announcement game, could be eliminated, and the player could immediately transition to the CZ or AT in the game in which the CZ or AT lottery is won, or the player could transition to the CZ or AT in the next game after the win.
[0166] In this example, the number of games in the AT (Attack Time) is determined by a lottery held when the AT occurs. Alternatively, the number of games in the AT could be determined by a favorability lottery held when a cycle begins during normal gameplay. For example, one of several possible number of games, ranging from 20 to 100 games, could be pre-selected as the favorability. As described above, the favorability is set for each game during normal gameplay.
[0167] In this example, the AT (Attack Time) is configured to continue if 15-point combinations are won consecutively in the final game. In addition, it may be possible to make it possible to acquire the right to continue the AT, and if this right is acquired, the AT will continue regardless of whether 15-point combinations are won consecutively.
[0168] In this example, slot machine 1 is configured to indicate which navigation probability is set through a display effect. Any method of indication is acceptable as long as it can suggest the navigation probability to the player, and this may include sound effects, etc. Similarly, although an example was given in which the scenario in the CZ is indicated by color, it may also be done by displaying character dialogue, sound effects, or an estimated expectation level as a probability.
[0169] In this example, a configuration is shown in which a transition from a high-probability state to a low-probability state occurs as a result of winning a fall-out lottery. However, it is also possible to have the high-probability state continue for a predetermined period without employing a fall-out lottery. In that case, for example, a high-probability state with a relatively short predetermined period may be called a "short" high-probability state, and a high-probability state with a relatively long predetermined period may be called a "long" high-probability state.
[0170] In this example configuration, the CZ (Chance Zone) is treated as a non-AT (Attack Time) state, but it is also possible to include the CZ in the AT. Furthermore, it is also possible to include the normal state in the AT, but in that case, it is best to make the navigation probability extremely low. In this example, the main control unit 20 may perform some or all of the controls executed by the performance control unit 25.
[0171] In this example, we have shown two types of pseudo-bonuses, the higher-level AT (higher-level special state): the Black 7 Bonus and the White 7 Bonus. However, there may be more types of higher-level AT than the two shown in this example. For example, the number of types of higher-level AT can be increased by varying the expected number of games played or the expected rate of game count increases, thereby creating different expectations for winning payouts in stages.
[0172] (Example 2) This example is a configuration based on the slot machine of Example 1, but with a modified timing for determining the navigation probability set for the normal game state. In this configuration, instead of drawing navigation probabilities at predetermined intervals such as every cycle, a scenario that defines the order of navigation probabilities up to a predetermined cycle ahead is selectively set. This will be explained with reference to Figures 18 and 19.
[0173] In the navigation probability scenario (Figure 18), the order of navigation probabilities up to 10 cycles ahead is determined. The navigation probability scenario is a schedule for setting navigation probabilities, which are an example of the degree of advantage, in a predetermined order. As shown in the figure, in this example configuration, five types of scenarios, from scenario a to e, are prepared, and one of the scenarios is selectively set by lottery (means of setting the degree of advantage). The timing of the scenario lottery is when transitioning from the pull-back state after the AT ends to the general normal state which is a low probability state, or when control is made from a non-advantageous section to an advantageous section, etc.
[0174] If a scenario lottery is performed when transitioning to the normal state after the AT ends, the player's disappointment upon the end of the AT can be compensated for by the expectation of a more favorable scenario. This expectation of a more favorable scenario can suppress the boredom that players may feel in the normal state. It would also be good to perform a scenario lottery when transitioning to the pull-back state after the AT ends.
[0175] For example, scenario a is a scenario in which the navigation probability changes with each cycle as the game progresses, staying at navigation probability A in the first cycle, navigation probability B in the second cycle, navigation probability C in the third cycle, and so on. For example, scenario e is the most advantageous scenario in which the most advantageous navigation probability E is set in all cycles. The scenarios in this example are determined in a predetermined order for 10 cycles. When playing slot machine 1, the navigation probability is set based on the selected scenario after a predetermined number of games (32 games per cycle in this example) have been played. If the normal state continues beyond 10 cycles, the same scenario may be restarted at the end of the 10th cycle, or a lottery may be held at the end of the 10th cycle to selectively set a new scenario.
[0176] In this example, slot machine 1, similar to the configuration in Embodiment 1, sets one of several navigation probabilities (advantage levels) applicable to AT for games in the normal state. Then, when it is decided that the player will transition to AT after winning the AT lottery (special state lottery), the navigation probability set for the game in which the AT lottery was executed is applied to the AT to which the player is transitioned.
[0177] In this example, slot machine 1 has multiple scenarios for setting navigation probabilities in a predetermined order, and one of these scenarios is selectively set. In the normal state, the navigation probability (advantage) is set based on the selectively set scenario. In this configuration, multiple navigation probabilities are managed by scenarios. Players of slot machine 1 can play while trying to guess which scenario is set in the normal state and expecting the next navigation probability based on the guessed scenario. Therefore, slot machine 1 can reduce the sense of boredom that players may feel in the normal state.
[0178] Figure 19 shows the selection rate of each scenario, which is determined by a lottery for scenarios executed when transitioning to the normal state. As shown in the figure, in this example configuration, for example, scenario a is selected with a 50% probability, scenario b with a 29% probability, and scenario c with a 10% probability. The selection rate of each scenario may be arbitrarily set by the settings of the gaming machine 2, and there may be scenarios that are only selected with specific settings. It is also possible to perform a lottery to change the scenario or a lottery to increase the navigation probability at regular intervals.
[0179] Furthermore, the slot machine 1 may be equipped with a function as a means of notifying the degree of advantage, which notifies the player that a specific navigation probability (advantage) is set in the selected scenario, such as a navigation probability of D or higher. The scenario set in the normal state may also be displayed on the performance display unit 12 as a means of notifying the degree of advantage. For example, the performance display unit 12 as a means of notifying the player that a specific navigation probability, such as a navigation probability of D or higher, exists within a specific cycle, such as within three cycles, or at a specific rank, such as at least three cycles ahead. In this case, the hint may be given directly, or a character may be made to say a specific line of dialogue, or the hint may be given indirectly by increasing the frequency of the character's appearance. For example, if the player is notified that an advantageous navigation probability (an example of a specific degree of advantage), such as a navigation probability of D or higher, exists in the scenario, it will create anticipation for the advantageous navigation probability that is scheduled to occur, which will motivate the player to continue playing and reduce the sense of boredom that the player may feel in the normal state.
[0180] For example, one could adopt a configuration that always suggests a specific navigation probability of D or higher if it exists within or beyond a predetermined period. Alternatively, one could perform a lottery to determine whether or not to suggest it, and include a case where no suggestion is made, such as when the lottery is unsuccessful. Furthermore, the navigation probability scenarios set when an AT lottery is won in a comeback state after exceeding the conditions for resetting the advantageous period may be designed to make it easier to select a favorable scenario. Note that the scenario in Figure 18 is just one example, and the number and content of the scenarios can be designed in any way. Also, the number of cycles covered by the scenarios is not limited to 10 cycles and can be changed as needed. The other components and effects are the same as in Example 1.
[0181] (Example 3) This example is a configuration example based on the slot machine of Example 1, in which a hidden mode is set in the AT (Automatic Trigger). The hidden mode is an example of a special state in which the number of games played in the AT is excluded from the counting. This will be explained with reference to Figures 20 and 21.
[0182] The "Hidden Mode" (see Figure 20) is a type of AT (Automatic Trigger) that can be entered when a 15-point and a 1-point combination occur simultaneously, but the button press order is incorrect, resulting in a missed combination (1-point combination) being awarded. The navigation probability in Hidden Mode is the same as in a normal AT. In the following explanation, to distinguish between Hidden Mode and ATs other than Hidden Mode, a normal AT that is not Hidden Mode will be referred to as a normal AT (an example of a general special state). Slot machine 1 in this example can generate both a normal AT and Hidden Mode as an example of a special state.
[0183] Furthermore, in this example configuration, the normal AT has multiple modes (modes 1 to 4). The mode set in the normal AT is determined at specific times, such as when the settings are changed, when the advantageous period is interrupted and then re-entered, or when the hidden mode is activated, and the mode can be upgraded through a subsequent upgrade lottery. After reaching the highest level, mode 4, if the upgrade lottery is won again, the player can transition to the hidden mode. In addition, in each of modes 1 to 4, the transition to the hidden mode may be determined depending on factors such as winning the hidden mode transition lottery (direct hit).
[0184] The main control unit (reference numeral 20 in Figure 3) in the slot machine 1 of this example has the following configuration in addition to the configuration described in Example 1. (1) Special State Lottery Means: Means for performing a lottery to determine whether or not to generate a hidden mode. (2) Special State Determination Means: Means for determining whether or not to generate a hidden mode in normal AT. When a 15-point win (ordered button press win) and a 1-point win (predetermined missed win) occur simultaneously in normal AT, and the 1-point win is awarded without the order of button presses being announced, this special state determination means determines whether or not to generate a hidden mode depending on the success or failure of the hidden mode transition lottery. (3) Special State Generation Means: Means for generating the hidden mode when the generation of the hidden mode is determined by the special state determination means. (4) Special game count identification means: A means for identifying the special game count, which is the number of games played during the hidden mode. (5) Special state recovery means: A means of returning to normal AT (general special state) in response to the end of the hidden mode (special special state). (6) Point awarding method: A method of awarding points when a missed win occurs in response to the simultaneous occurrence of a 15-point win and a 1-point win. The number of points to be awarded is determined by lottery. (7) Promotion lottery means: A means for executing a promotion lottery to determine whether to be promoted from one of the AT's multiple modes 1 to 4 to a higher mode. If the promotion lottery is won, the mode can be promoted one level at a time.
[0185] In the gameplay of slot machine 1 in this example, if no button-press navigation is displayed in a game where a 15-point combination is achieved, a notification is issued to the player asking for the correct button press order. If the button press order is correct, the 15-point combination is awarded; however, if it is incorrect, a 1-point combination (a missed combination) is awarded. When a 1-point combination (a missed combination) is awarded, i.e., when the button press order is incorrect, a lottery for transitioning to a hidden mode is performed as a relief measure for the player.
[0186] The probability of winning the hidden mode transition lottery, which is executed each time an incorrect button sequence is pressed, is shown as the direct hit probability in Figure 21. However, in Mode 4, the most advantageous of the multiple modes, no direct hit probability is set. This is because the hidden mode can be entered by winning the promotion lottery. Alternatively, for Mode 4, the promotion probability may not be set, and only the direct hit probability may be set.
[0187] If you win the lottery for transitioning to the hidden mode based on the direct hit probability, the occurrence of the hidden mode is determined, and you will then transition to the hidden mode. On the other hand, if you do not win the lottery for transitioning to the hidden mode based on the direct hit probability, a promotion lottery for mode promotion is performed. The probability of winning the promotion lottery (probability of promotion) differs depending on the mode. In this example, the higher the mode, the lower the probability of winning the promotion lottery. Alternatively, the probability of winning the promotion lottery could be set so that the higher the mode, the higher the probability of winning. If you win the promotion lottery, you can be promoted to the next higher mode. Also, as mentioned above, if you win the promotion lottery while in the highest mode 4, the occurrence of the hidden mode is determined.
[0188] For example, if you are in Mode 1 (Figure 21), the probability of winning the lottery for transitioning to the hidden mode when you press the buttons in the wrong order (direct hit probability) is 1 / 1000. If you win the lottery for transitioning to the hidden mode, you can transition to the hidden mode "directly". On the other hand, if you do not win the lottery for transitioning to the hidden mode, a promotion lottery with a winning probability (probability of promotion) of 1 / 20 is performed. If you win the promotion lottery, you can be promoted to Mode 2, but if you do not win, you will remain in Mode 1.
[0189] If the button sequence is incorrect, points are awarded regardless of whether the promotion lottery is successful or not (point awarding method). Points are shared across multiple modes, and the total number of points awarded remains the same even when the mode is promoted. For example, if you have accumulated 40 points in Mode 1 and win the promotion lottery, you will be promoted to Mode 2 while retaining those 40 points.
[0190] When the cumulative number of points awarded reaches the cumulative point limit for each mode (Figure 21), a lottery for transitioning to a hidden mode based on points is executed. However, the cumulative point limit differs for each of the multiple stages of the mode. For example, if you are in Mode 1, even if you do not win the lottery for transitioning to a hidden mode (with a winning probability of 1 / 1000) or the lottery for upgrading (with a winning probability of 1 / 20), if your cumulative points reach 50, a lottery for transitioning to a hidden mode based on points will be executed. In this example, the winning probability for the lottery for transitioning to a hidden mode based on points is set to 100%. Therefore, when the cumulative number of points awarded reaches the cumulative point limit for the mode you are currently in, the occurrence of a hidden mode will be determined based on whether you win. While the maximum cumulative points are set to differ for each mode, you can also make them all different depending on the mode, or make some different and leave the rest common.
[0191] Next, let's explain the contents of the hidden mode. In normal AT mode, the number of AT games remaining is deducted for each game played, starting from the number of AT games determined when the AT lottery is won. However, in hidden mode, the number of remaining AT games is not deducted. In other words, the number of games played in hidden mode is excluded from the deduction (counting) of the AT game count set for AT mode, and the number of remaining AT games at the time of transitioning to hidden mode is retained until hidden mode ends.
[0192] In the hidden mode, the number of games played is identified as a special number of games (special game number identification means). When the normal AT resumes after the hidden mode ends, the number of games based on this special number of games (added game number) is added to the remaining AT games at that time. In this example, the number of games equal to the special number of games (1x) is set as the added game number. Therefore, in this configuration, the number of games played in the normal AT excluding the hidden mode will increase by the amount of the special number of games played in the hidden mode.
[0193] In the overall AT (Attack Time), the number of games played will be the sum of the number of games played under the hidden mode (special game count) and the number of games added at the end of the hidden mode (1x the special game count), plus the number of AT games determined when the AT lottery is won. In this way, the hidden mode can increase the number of games played during the AT, giving players a chance to earn more points. The condition for ending the hidden mode is winning the higher-level AT lottery (winning a bonus), and upon ending the hidden mode, the game will transition back to the normal AT.
[0194] The number of games added to the remaining AT game count (added game count) may be the same as the special game count (1x), as in this example, or it may be 0.5x, 2x, or 3x the special game count. Furthermore, the added game count may be the number of games obtained by multiplying the special game count by a multiplier predetermined by a lottery or a fixed multiplier, for example.
[0195] As described above, the slot machine 1 of this example is a gaming machine that, like Embodiment 1, can generate an AT (Special State) that can notify the sequence of button presses required to win a 15-point win, which is an example of a predetermined sequence of button presses. In this slot machine 1, in a normal AT (General Special State), if a 15-point win (sequence of button presses) and a 1-point win (a predetermined missed win) occur simultaneously, and the missed win is awarded, there is a possibility that a hidden mode (Special Special State) will be generated.
[0196] AT ends based on the number of AT games set at the time of AT win (a pre-set special number of games), while games played in the hidden mode are excluded from the deduction (counting) of the number of games played in AT (special state). Furthermore, the number of games played in the hidden mode is identified as a special number of games, and when returning from the hidden mode to normal AT, the remaining number of AT games is updated by the number of games added based on this special number of games.
[0197] In this example of slot machine 1, when the hidden mode is activated, the duration of the AT (Attack Time) increases by the number of games played in the hidden mode, and the number of games played in the normal AT after the hidden mode ends also increases by the number of games played in the hidden mode. Playing this slot machine 1 can transform the player's disappointment when a missed combination is won in a special state into anticipation for the hidden mode.
[0198] In this example of slot machine 1, when the cumulative number of points awarded for winning combinations reaches the cumulative points for each mode, a lottery for the hidden mode is executed. In particular, in this example's configuration, the probability of winning this lottery is 100%, and if the cumulative number of points awarded reaches the cumulative points for each mode (see Figure 21), the player will always be able to switch to the hidden mode. If the player repeatedly fails to guess the correct button sequence, the cumulative number of points awarded can be increased, so the player can look forward to switching to the hidden mode when the upper limit of cumulative points is reached. Thus, with this example's configuration, the disappointment of guessing the correct button sequence can be transformed into anticipation of the hidden mode.
[0199] In this example, the standard AT has multiple modes, and the maximum cumulative points differ for each of these modes. If the cumulative points, which are the maximum number of points awarded for incorrect button presses, differ for each mode, then even if the promotion lottery is not won, players can expect to transition to the hidden mode by reaching the maximum cumulative points. In this case, it is possible to create a sense of excitement while continuing the standard AT, and to transform the disappointment of incorrect button presses into anticipation for the hidden mode.
[0200] Furthermore, in the slot machine 1 of this example, it is possible to upgrade from any one of the multiple modes normally set in AT to any other higher mode. If the upgrade lottery is won in the highest mode that can be reached by upgrading (mode 4 in this example), the player can transition to the hidden mode. If the system is set so that the player can transition to the hidden mode through the upgrade lottery, the player can transition to the hidden mode by gradually upgrading modes during normal AT. In this case, it is possible to create a sense of excitement during normal AT and to change the disappointment of incorrect button presses into anticipation of the hidden mode.
[0201] Furthermore, in normal AT mode, it is also desirable to inform the player of which mode they are currently in. The notification method can be designed in any way. For example, the mode may be directly announced, or it may be announced indirectly through character dialogue or LCD display. In addition, after a mode upgrade occurs due to winning the upgrade lottery, the above-mentioned announcement may be made more likely to appear or less likely to appear for a predetermined number of games.
[0202] It is also a good idea to vary the promotion probability and direct hit probability depending on the navigation probability (advantage level) applied to the hidden mode. In that case, it is possible to design the system so that the lower the advantage level, i.e., the lower the navigation probability, the higher the promotion probability and direct hit probability, or vice versa. Furthermore, since the frequency of incorrect button presses when a 15-point combination is formed tends to increase when the navigation probability is low, the balance of the game can be adjusted by varying the promotion probability and direct hit probability.
[0203] In addition to the above-mentioned lottery for transitioning to the hidden mode, the transition to the hidden mode may also be determined by, for example, preparing multiple missed symbols and deciding to transition to the hidden mode when a specific missed symbol is achieved. Additionally, points may be awarded in advance at the start of a normal AT (Automatic Transmission). The points awarded may vary depending on the set mode, navigation probability, and setting value. In this example, the termination condition for the hidden mode is shown as winning a higher-level AT lottery (winning a bonus), but it is also possible to set a termination condition of winning an termination lottery that is performed every game, in addition to winning a higher-level AT lottery. Alternatively, the hidden mode may be terminated when a certain rare role is achieved a specified number of times. The other components and effects are the same as in Example 1.
[0204] (Example 4) This example is a configuration based on the slot machine of Example 1, with a feature that improves the navigation probability (advantage) during the AT (Automatic Trigger) mode. This will be explained with reference to Figure 22.
[0205] In the slot machine 1 of this example, the main control unit (reference numeral 20 in Figure 3) has the following functions in addition to the configuration of Embodiment 1. (1) Advantage-enhancing lottery means: A means for conducting an advantage-enhancing lottery to determine whether or not to improve the navigation probability (an example of advantage) applied to the AT. The advantage-enhancing lottery is executed when predetermined conditions are met in the AT. In this example, the predetermined conditions are set to the number of times a specific internal winning combination (in this example, the bell combination, which is worth 15 points) is awarded in the AT. (2) Means for improving the degree of advantage: Means for improving the navigation probability (degree of advantage) applied to the AT in accordance with the winnings in the lottery for improving the degree of advantage.
[0206] In this example, slot machine 1 has a function to count the cumulative number of 15-point wins during the continuation of AT. In slot machine 1, when the cumulative number of wins reaches a predetermined number, a predetermined condition is met, and a lottery is held to determine whether or not to improve the navigation probability (an example of the degree of advantage applied to a special state).
[0207] In the slot machine 1 of this example, a predetermined number of spins is set to meet a set condition when transitioning to AT (Automatic Trigger). The predetermined number of spins can be, for example, 20, 30, or 40, as shown in Figure 22. For example, if the predetermined number of spins is set to 20, the predetermined condition is met when the cumulative number of wins reaches 20. Depending on whether the predetermined condition is met, a lottery to improve the advantage level is held, and if successful, the navigation probability increases by one level. For example, if the advantage level improvement lottery is won when the navigation probability is set to A, it will increase to navigation probability B.
[0208] The probability of winning the advantage-enhancing lottery (Figure 22) varies depending on the applied navigation probability (an example of an advantage applied to a special state). For example, the advantage-enhancing lottery is easier to win when navigation probability A is applied compared to when navigation probability D is applied. When navigation probability D is applied, the navigation probability is high and the expected score acquisition rate is high, so even if the expected win rate of the advantage-enhancing lottery is low, the impact is small.
[0209] In this example of slot machine 1, which has the configuration described above, a favorability enhancement lottery is performed to determine whether or not to enhance the navigation probability (an example of favorability) applied to the AT (Special State) when predetermined conditions are met in the AT. If the favorability enhancement lottery is won, the navigation probability applied to the AT is enhanced.
[0210] In this slot machine 1, the navigation probability set in the normal state when a transition to AT is decided is applied to the AT to which the transition is made. In addition, a favorability improvement lottery is conducted during the continuation of AT to determine whether or not an improvement in the navigation probability applied to AT is decided. Therefore, even if the favorability applied to AT is low, players can continue playing in anticipation of an improvement in navigation probability. According to this example of slot machine 1, it is possible to stimulate the player's sense of anticipation during the continuation of AT and improve the enjoyment of the game.
[0211] In this example, the configuration includes a predetermined condition for the advantageous draw to be executed: a condition related to the number of times a specific internal winning combination (15-point combination) is achieved in the AT. Setting such a condition allows players to expect not only an increase in game points from achieving the 15-point combination, but also an improvement in navigation probability, thereby creating a sense of anticipation during the AT and enhancing the enjoyment of the game.
[0212] Furthermore, in this example, the probability of winning the advantage-enhancing lottery is varied according to the navigation probability (advantage) applied to the AT. If the probability of winning the advantage-enhancing lottery differs according to the applied navigation probability, for example, even if the navigation probability is low, players can play with the expectation of an improvement in the navigation probability, creating a sense of anticipation during the continuation of the AT and enhancing the enjoyment of the game.
[0213] Furthermore, as shown in Figure 22, the probability of winning may vary depending on the number of times a certain number of attempts has been made. If the probability of winning the advantage-enhancing lottery is set higher as the number of attempts increases, the expectation of an improvement in navigation probability will increase as the cumulative number of 15-point wins increases. In addition to the above-mentioned advantage-enhancing lottery, it is also possible to conduct an advantage-enhancing lottery at certain times, such as when a higher-level AT (pseudo-bonus) occurs a predetermined number of times, and when a higher-level AT ends.
[0214] In this example, a predetermined condition for executing the advantage-enhancing lottery is set as reaching a specified number of times a 15-point winning combination, which is an example of a specific winning combination. Alternatively, or in addition to this, a condition for the occurrence of a specific minor winning combination, such as a rare winning combination, may also be set as a predetermined condition. The other components and effects are the same as in Example 1.
[0215] (Example 5) This example is based on the slot machine 1 of Embodiment 1 and is configured so that when a higher AT lottery (bonus lottery) is won, a predetermined type of pseudo-bonus (a higher AT, which is an example of a higher special state) is generated. The type of pseudo-bonus (white 7 bonus and black 7 bonus) is predetermined for a predetermined number of times by a bonus selection lottery that is performed when a higher AT is won (bonus is won).
[0216] Similar to Example 1, in this example's configuration, two types of White 7 Bonuses and Black 7 Bonuses with different game counts are set as multiple types of pseudo-bonuses. The White 7 Bonus, an example of the first high-level special state, is a 20-game bonus, and the Black 7 Bonus, an example of the second high-level special state, is a 60-game bonus. Both the Black 7 Bonus and the White 7 Bonus are states to which the navigation probability E is applied, making them advantageous game states where players can expect to win payouts. The Black 7 Bonus is more advantageous than the White 7 Bonus due to its longer game count.
[0217] In this example, the main control unit of the slot machine 1 has the following functions in addition to the configuration of Embodiment 1. (1) Higher-level special state memory means: A means for storing three types of pseudo-bonuses predetermined by the bonus selection lottery (first lottery). (2) Means for suggesting higher special state: Means for suggesting the type of pseudo-bonus (the above AT which is a higher special state) stored by the higher special state memory means (black 7 bonus, white 7 bonus).
[0218] In this example, the main control unit (reference numeral 20 in Figure 3) of the slot machine 1 has the same functions as in Embodiment 1, including a means for selecting a higher special state and a means for generating a higher special state; however, the configuration of these means differs from that of Embodiment 1.
[0219] The advanced special state lottery mechanism in this example is configured to predetermine the types of pseudo-bonuses (black 7 bonus, white 7 bonus) for a predetermined number of times (3 times in this example) that will occur after transitioning from the normal state to the AT (special state) through a bonus selection lottery (an example of the first lottery). The determined types of the three pseudo-bonuses are stored in the advanced special state storage mechanism.
[0220] Furthermore, the higher-level special state lottery mechanism in this example can perform a bonus rewrite lottery (an example of a second lottery) to grant the right to generate either a Black 7 Bonus or a White 7 Bonus while the Black 7 Bonus is still active.
[0221] In this example, the means for generating a higher special state generates three pseudo-bonuses, which are predetermined by the bonus selection lottery and stored in the above-mentioned higher special state storage means, in order according to the bonus win. However, if the right to generate a favorable Black 7 bonus is won by the bonus rewrite lottery, the means for generating a higher special state will generate a Black 7 bonus (second higher special state) regardless of the type of pseudo-bonus stored in the higher special state storage means.
[0222] In this example of slot machine 1, at the start of the AT, for example, three types of pseudo-bonuses (black 7 bonus, white 7 bonus) are predetermined by lottery. For example, let's explain the case where the three pseudo-bonuses are determined to be white 7 bonus - white 7 bonus - white 7 bonus. If you win a higher AT lottery (bonus lottery) (win a bonus) during the continuation of the AT, the first of the three predetermined pseudo-bonuses, which is the first white 7 bonus, will start.
[0223] In this way, when the first of the three pseudo-bonuses stored in the higher-level special state memory means, the White 7 bonus, is initiated, the information stored in the higher-level special state memory means is either erased or recorded separately as completed. Then, a bonus selection lottery (first lottery) is performed to determine the type of new pseudo-bonus. The new pseudo-bonus type determined by this bonus selection lottery is added to the information stored in the higher-level special state memory means, thereby updating the stored information (higher-level special state memory means) for three (a predetermined number of) pseudo-bonus types.
[0224] The timing for executing the higher-level AT lottery (bonus lottery) can be set as follows: for example, each time the number of times a 15-point combination is won reaches a predetermined number, when the cumulative number of times a 15-point combination is won reaches a predetermined number, when a rare combination is achieved, when the number of games played in AT reaches a predetermined number, etc.
[0225] In this example configuration, during a pseudo-bonus, the player can acquire multiple rights to generate new pseudo-bonuses consecutively after the end of the current pseudo-bonus (rights to increase the number of bonuses). However, these additional rights are limited to increasing the number of pseudo-bonuses, and the type of pseudo-bonus to be increased is determined separately by the bonus selection lottery described above, which determines the type of pseudo-bonus. The lottery for acquiring the right to increase the number of bonuses may be conducted in the same way as the higher-level AT lottery, and it may also be possible to acquire multiple rights to increase the number of bonuses at the start of a pseudo-bonus (start of a higher-level AT) instead of at the time of the bonus lottery (higher-level AT lottery). In this case, it is advisable to increase the number of bonuses by a predetermined number at the start of the pseudo-bonus, or to continue increasing the number of bonuses until a predetermined drop-out lottery is won.
[0226] When conducting a higher-level AT lottery, it is also possible to designate pseudo-bonuses occurring at predetermined intervals or pseudo-bonuses occurring more than a predetermined number of times as Black 7 bonuses. Furthermore, the pseudo-bonuses determined by the lottery only need to determine the type of pseudo-bonus that will start after the transition to AT. For example, the type of the first and second pseudo-bonuses may be determined by lottery at the time of their occurrence, while subsequent types may be determined in advance by lottery, or only the type of pseudo-bonus occurring in a specific sequence may be determined by lottery.
[0227] During the Black 7 Bonus, you can acquire multiple rights to trigger a pseudo-bonus, as well as the right to change the type of pseudo-bonus. For example, if you have acquired the right to change the type of pseudo-bonus, you can change the type of pseudo-bonus regardless of the type determined by the bonus selection lottery mentioned above. By using the right to change the type of pseudo-bonus, even if the pseudo-bonus determined by the lottery is a White 7 Bonus, you can start the Black 7 Bonus.
[0228] However, the right to rewrite the type of pseudo-bonus is limited to changing the type of pseudo-bonus, and whether or not the pseudo-bonus is awarded is determined separately by a bonus lottery. The number of rewriting rights that can be acquired may be made to exceed the predetermined number of pseudo-bonuses. The number of rewriting rights acquired may or may not be notified to the player. Also, even if the type of pseudo-bonus determined by the lottery is a Black 7 Bonus, the rewriting right may or may not be consumed.
[0229] In this example configuration, the types of three pseudo-bonuses predetermined and stored by the higher-level special state memory means are communicated (suggested) to the player. However, even if the right to rewrite is acquired, the notification of the predetermined pseudo-bonus types is maintained. For example, if it is determined that the bonuses are White 7 Bonus - White 7 Bonus - White 7 Bonus, and this is communicated, even if the right to rewrite is acquired three times, the notification of White 7 Bonus - White 7 Bonus - White 7 Bonus will remain. The above-mentioned higher-level special state suggestion means suppresses the communication (suggestion) regarding the Black 7 Bonus if the right to generate a Black 7 Bonus (second higher-level special state) is won through the bonus rewrite lottery (second lottery).
[0230] In the slot machine 1 of this example, configured as described above, when predetermined promotion conditions are met in AT mode, a pseudo-bonus is generated, which is one of several types of higher-level AT (higher-level special states) with an even higher probability of winning. Which of the multiple types of pseudo-bonuses is generated is determined by a bonus selection lottery (first lottery). When transitioning from the normal state to AT mode, the types of pseudo-bonuses for the next three rounds (a predetermined number of rounds) are predetermined by the bonus selection lottery.
[0231] In the slot machine 1 of this example, the types of pseudo-bonuses that occur a predetermined number of times during the AT (Attack Time) are predetermined when transitioning to AT. During AT, the predetermined types of pseudo-bonuses occur. Players can enjoy the game while trying to guess the type of pseudo-bonus that has been determined. In this way, the monotony of the game during AT is eliminated in the slot machine 1 of this example, and the enjoyment of playing the game can be improved.
[0232] In this example, slot machine 1 stores three predetermined types of pseudo-bonuses determined by a bonus selection lottery (first lottery). Slot machine 1 can also perform a bonus rewrite lottery (second lottery) during the pseudo-bonus to grant the right to generate either a White 7 bonus (first high-level special state) or a Black 7 bonus (second high-level special state). In this example, slot machine 1 is configured to generate a Black 7 bonus regardless of the stored type of pseudo-bonus when the right to generate a Black 7 bonus is won through this bonus rewrite lottery.
[0233] Thus, in this example of slot machine 1, regardless of the type of pseudo-bonus that has been predetermined and stored, a favorable pseudo-bonus won in the bonus rewrite lottery is initiated. Therefore, even if an unfavorable pseudo-bonus is determined, it becomes possible to play while hoping to win a favorable pseudo-bonus, which eliminates the monotony of the game in AT and improves the enjoyment of the game.
[0234] Furthermore, in this example configuration, there is a setting that suggests the type of pseudo-bonus stored in slot machine 1. However, if the right to generate a Black 7 bonus is won through the bonus rewrite lottery, the suggestion regarding that Black 7 bonus is suppressed. Thus, in this example configuration, the predetermined type of pseudo-bonus is suggested, while the type of pseudo-bonus newly stored through the bonus rewrite lottery is not suggested. With such a configuration, it becomes possible to play by hoping that the type of pseudo-bonus has been rewritten to a more advantageous type, thereby eliminating the monotony of the game in AT and improving the enjoyment of the game.
[0235] In this example, the bonus rewrite lottery conducted during the advantageous Black 7 bonus has a higher probability of winning the Black 7 bonus than the bonus rewrite lottery conducted during other types of pseudo-bonuses. Thus, in this configuration, pseudo-bonuses won through the bonus rewrite lottery during a specific type of pseudo-bonus, such as the Black 7 bonus, have a higher probability of being of the same type as that specific type of pseudo-bonus. Therefore, it becomes possible to play by expecting to win the bonus rewrite lottery during a specific type of bonus, which can alleviate the monotony of the game in AT and improve the enjoyment of the game.
[0236] In this example, the type of pseudo-bonus is determined when the first pseudo-bonus occurs, out of a predetermined number of pseudo-bonuses determined by a bonus selection lottery. At this time, information regarding the type of the first pseudo-bonus is updated. In this example, since the type of pseudo-bonus is determined and updated by lottery at the start of a pseudo-bonus, the number of stored pseudo-bonuses does not decrease when a pseudo-bonus starts. This makes it possible to play by anticipating the newly determined type of pseudo-bonus, eliminating the monotony of the game in AT and improving the enjoyment of the game.
[0237] In this example configuration, the right to rewrite the type of pseudo-bonus acquired during the continuation of the Black 7 Bonus is only valid during the continuation of the AT to which the Black 7 Bonus belongs. If a new AT is won after the AT ends, the right to rewrite acquired in the ended AT will be lost. Alternatively, the right to rewrite may be carried over within the same advantageous period.
[0238] The right to rewrite the Black 7 bonus, which can be acquired during the continuation of the Black 7 bonus, may be a right other than the Black 7 bonus, and a separate bonus that is more advantageous than the White 7 bonus may be established, and that advantageous bonus may be won by lottery.
[0239] In this example, the configuration in which the bonus rewrite lottery (second lottery) is performed while the Black 7 bonus is ongoing is explained as the main example. However, as mentioned above, the timing of the bonus rewrite lottery is not limited to while the Black 7 bonus is ongoing; it may also be performed while any type of pseudo-bonus is ongoing. In this case, for the bonus rewrite lottery performed while the Black 7 bonus is ongoing, it is preferable to set the probability of winning the Black 7 bonus higher than for the bonus rewrite lottery performed while other types of pseudo-bonuses are ongoing. The other components and effects are the same as in Example 1.
[0240] Although specific examples of the present invention have been described in detail as shown in the examples above, these examples only disclose an example of the technology covered by the claims. Needless to say, the claims should not be interpreted restrictively based on the configuration or numerical values of the specific examples. The claims encompass technologies obtained by various modifications, changes, or combinations of the above examples using prior art or the knowledge of those skilled in the art. [Explanation of Symbols]
[0241] 1. Slot machine (amusement machine) 11. Pattern display window 12. Performance display section (button press order notification means (notification means), expectation level indication means, advantage level indication means) 133 Stop button 131 Start lever 140 Information display section 141 Bet button 143 Performance Button 21 Reels (symbol display means) 211 Reel drive unit (symbol display means) 20 Main Control Unit (Special State Lottery Means, Advantage Level Lottery Means, General Normal State Lottery Means, Special Normal State Lottery Means, Game Section Control Means, Advantage Section State Control Means, Non-Advantage Section State Control Means, Game Count Setting Means, Advantage Level Setting Means, Advantage Level Application Means, Special State Generation Means, Higher Special State Generation Means, Higher Special State Lottery Means, Special Normal State Transition Means, Point Granting Means, Expectation Level Setting Means, Special State Termination Means, Game Start Permission Means, Internal Lottery Means, Flag Control Means, Reel Control Means, Winning Determination Means, Game Value Granting Means, Bonus Generation Means, Special Special State Lottery Means, Special Special State Determination Means, Special Special State Generation Means, Special Game Count Identification Means, Special State Return Means, Point Granting Means, Upgrade Lottery Means, Advantage Level Improvement Lottery Means, Advantage Level Improvement Means, Higher Special State Storage Means, Higher Special State Suggestion Means) 25 Performance Control Unit (Performance Control Means) 3 card units 30 Control Unit 31 Status indicator lamp 320 Banknote slot 33 Display section 34 Grant button 35 Replay button 36 Return button 370 Card slot 50C Game Card
Claims
1. An internal lottery is performed as a game to determine the internally winning role from among multiple types of roles, including bonus roles, and an internal lottery means is used to set the internal winning flag, A flag control means that erases the internal winning flag for a bonus role when a bonus role is won and when a predetermined initialization operation is performed, A symbol display means that displays multiple types of symbols in a variable manner, and also displays the symbol corresponding to the internal winning flag in response to the player's stop operation, A notification means that informs the player of a stopping operation method that is advantageous to the player, When the symbol corresponding to the internal winning flag is stopped and displayed by the symbol display means, a game value granting means grants a predetermined game value, A game section control means that controls the game section to either an advantageous section in which notification by the notification means is possible, or an unadvantageous section in which such notification is not possible, The advantageous section state control means is capable of generating the following game states within the advantageous section: a special state in which the notification means performs notification with a high probability; a general normal state in which the notification is performed with a low probability; a special normal state in which the probability of transitioning to the special state is improved; and a return normal state in which it is determined whether or not to transition from the special state to the special state again. The game state during the aforementioned non-advantageous period includes a non-internal state in which the internal winning flag for the bonus role is not set, and an internal state in which the internal winning flag is set, and a non-advantageous period state control means capable of generating either of these states during the non-advantageous period. In a gaming machine equipped with the following features, In a game in a normal state including the general normal state, the special normal state, and the recovery normal state, a special state lottery means is provided to perform a special state lottery to determine whether or not to transition to the special state. An advantage setting means for setting one of several advantage levels applicable to the special state for the game in the normal state, When it is determined by the special state lottery that a transition to a special state is made, the advantage level application means applies the advantage level set by the advantage level setting means to the game in which the special state lottery was performed, to the special state to which the transition has been determined. Equipped with, The aforementioned game section control means executes control to make the game section a non-advantageous section when a predetermined initialization operation is performed and when a predetermined termination condition is met, while executing control to make the game section an advantaged section when a predetermined advantageous section transition lottery is won in the non-advantageous section. The advantage application means is configured to apply a higher advantage to the special state, regardless of the advantage set by the advantage setting means, when the special state lottery is won at least in the case of when the normal state is restored via the non-advantageous section, or while the normal state is restored after being restored via the non-advantageous section.
2. The gaming machine according to claim 1, wherein the special state lottery means is configured such that the probability of winning the special state lottery in the normal state of recovery that occurred via the non-advantageous section is set higher than the probability of winning the special state lottery in the normal state of recovery that occurred without going through the non-advantageous section.
Citation Information
Patent Citations
Game machine
JP2021013602A