Gaming machine

The gaming machine enhances player interaction and reward opportunities through a lottery system and specific prize control, guiding players to operate buttons in a specific order for higher chances of winning, addressing the lack of engagement in conventional machines.

JP2026067207APending Publication Date: 2026-04-20KITA DENSHI CORP
View PDF 1 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
KITA DENSHI CORP
Filing Date
2024-10-08
Publication Date
2026-04-20

AI Technical Summary

Technical Problem

Conventional gaming machines lack mechanisms to enhance player engagement and provide clear guidance for achieving specific prizes, leading to a less engaging gaming experience.

Method used

A gaming machine that incorporates a lottery system, specific prize control, and notification mechanisms to guide players to operate certain buttons in a specific order for higher chances of winning, with individually adjustable high probability states for each role, enhancing player interaction and prize opportunities.

Benefits of technology

The system increases player engagement by providing clear operational guidance and higher chances of winning specific prizes, making the gaming experience more rewarding and interactive.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026067207000001_ABST
    Figure 2026067207000001_ABST
Patent Text Reader

Abstract

We will provide a highly entertaining gaming machine unlike anything before. [Solution] The lottery means is capable of drawing multiple specific roles as specific roles, the specific prize control means is capable of deriving a specific prize on the condition that one of a plurality of operation means pre-set for each of the plurality of specific roles is operated first, and the notification control means includes a high probability state control means that can control the execution probability of the specific control to notify the operation manner of the plurality of operation means for deriving a specific prize to a high probability state which is higher than normal, and the high probability state control means is capable of controlling each of the plurality of specific roles to a high probability state, and is configured to allow the high probability state corresponding to each of the plurality of specific roles to be controlled individually for each of the plurality of specific roles.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0005] , , , , ,

[0004] , , ,

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

Background Art

[0002] Conventionally, as a gaming machine, there is known a pachinko gaming machine provided with a variable display device capable of displaying a variable display game based on a plurality of identification information, and generating a specific gaming state advantageous to a player according to the result of the variable display game. Further, there is known a slot machine provided with a plurality of reels, executing a game by variably displaying the plurality of reels based on a start operation of a player, stopping the plurality of reels based on a stop operation of the player, and generating a specific gaming state according to a stop display mode of the plurality of reels. In addition, in recent slot machines, when a specific gaming state occurs, the stop order of the reels for establishing the winning combination is notified by lighting of an LED or the like, and when the player stops the reels in the notified stop order, there is known one in which the combination of symbols corresponding to the winning combination is stopped (Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

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

Means for Solving the Problems

[0005] To solve the above problems, the present invention provides a gaming machine that executes a game based on the player's operation and can grant the player a prize in connection with the execution of the game, comprising: a lottery means capable of executing a lottery for a prize based on the execution of the game; a plurality of operating means that can be operated by the player in connection with the execution of the game; a specific prize control means capable of executing control to lead to a specific prize when a predetermined operating means among the plurality of operating means is operated first in a game in which the lottery result by the lottery means is a winning of a specific prize; and a notification control means capable of executing specific control to notify the operation manner of the plurality of operating means for leading to the specific prize in a game in which the lottery result by the lottery means is a winning of the specific prize. The system includes a bonus granting control means capable of executing control to grant a specific bonus to a player in connection with the derivation of a specific prize, wherein the lottery means is capable of drawing a plurality of specific roles as the specific role, the specific prize control means is capable of deriving the specific prize on the condition that one of the plurality of operation means pre-set for each of the plurality of specific roles is operated first, and the notification control means includes a high probability state control means capable of controlling the execution probability of the specific control to a high probability state higher than normal, the high probability state control means is capable of controlling to the high probability state corresponding to each of the plurality of specific roles, and the high probability state corresponding to each of the plurality of specific roles is configured to be controllable individually for each of the plurality of specific roles. [Brief explanation of the drawing]

[0006] [Figure 1] This is a schematic front view showing the external appearance of the first embodiment of a medalless gaming machine. [Figure 2] This is a schematic perspective view showing the internal configuration of the first embodiment of a medalless gaming machine. [Figure 3] This is a block diagram showing the control configuration in a medalless gaming machine according to the first embodiment. [Figure 4] This flowchart shows a method of playing in a medalless gaming machine according to the first embodiment. [Figure 5]This is a diagram illustrating the transitions in the game state of the first embodiment of a medalless gaming machine. [Figure 6] This is a timing chart for explaining the changes in the game state and probability state in the first embodiment of a medalless gaming machine. [Figure 7] This is a diagram illustrating the stopping patterns corresponding to each chance replay role in the medalless gaming machine of the first embodiment. [Figure 8] This is a diagram showing the probability of executing the push-button navigation when each chance replay role is won in the first embodiment of the medalless gaming machine. [Figure 9] This is a diagram showing the transition rate to a high-probability state in the first embodiment of a medalless gaming machine. [Figure 10] This is a chart showing the bonus rate awarded when each chance replay combination is achieved in the first embodiment of the medalless gaming machine. [Figure 11] This figure shows an image displayed on the main display unit during normal gameplay in a medalless gaming machine of the first embodiment, and is a diagram showing an image during high probability state. [Figure 12] This figure shows the image displayed on the main display unit when the game changes from a high-probability state CZ state to a pseudo-bonus state while in a high-probability state in a medalless gaming machine of the first embodiment. [Figure 13] This figure shows the image displayed on the main display unit when multiple high-probability states occur in the first embodiment of the medalless gaming machine. [Figure 14] This figure shows a modified example 1 of the medalless gaming machine of the first embodiment, and is a diagram for explaining the transition of the game state. [Figure 15] This figure shows a modified example 2 of the medalless gaming machine of the first embodiment, and is a chart showing the rate at which each chance replay combination is awarded. [Figure 16] This figure shows a modified example 3 of the medalless gaming machine of the first embodiment, and is a diagram showing the image on the main display unit when the machine transitions to a high-probability state for red 7 replay and blue 7 replay roles during AT state. [Figure 17]A timing chart for explaining the change between the normal CZ state and the overlapping CZ state in the medal-less gaming machine of the second embodiment. [Figure 18] A flowchart showing the CZ state lottery process in the main control device of the medal-less gaming machine of the second embodiment. [Figure 19] A flowchart showing the processing during the CZ state in the main control device of the medal-less gaming machine of the second embodiment. [Figure 20] A chart showing the selection rate of the delay period of the CZ state in the medal-less gaming machine of the second embodiment. [Figure 21] A diagram showing an image on the main effect display when shifting from the normal CZ state to the overlapping CZ state in the medal-less gaming machine of the second embodiment. [Figure 22] A diagram showing Modification 1 in the medal-less gaming machine of the second embodiment, which is a timing chart for explaining the change between the normal CZ state and the overlapping CZ state. [Figure 23] A diagram showing Modification 2 in the medal-less gaming machine of the second embodiment, which is a diagram showing an image on the main effect display when the normal CZ state and the overlapping CZ state start. [Figure 24] A diagram showing Modification 3 in the medal-less gaming machine of the second embodiment, which is a timing chart for explaining the change between the normal CZ state and the overlapping CZ state. [Figure 25] A diagram showing Modification 3 in the medal-less gaming machine of the second embodiment, which is a diagram showing an image on the main effect display when determining the continuation period of the overlapping CZ state.

Mode for Carrying Out the Invention

[0007] A preferred embodiment of the gaming machine according to the present invention will be described. The gaming machine of this embodiment is a gaming machine that does not use actual medals (game media), manages medals as data, and conducts games using pseudo-game media in the form of such data (hereinafter referred to as a medal-less gaming machine). Hereinafter, as a medal-less gaming machine, an example applied to a slot machine of Model 6 having an AT state (ART state) will be described. However, the present invention is not limited to this, and for example, the present invention can also be applied to a normal type (so-called A type) slot machine capable of real bonus games. Note that medals as data used in medal-less gaming machines are referred to as "game medals", and medals as data deposited by the gaming store side (management device, dedicated unit) with the "game medals" obtained in past games are referred to as "held medals".

[0008] <First Embodiment> The first embodiment of the gaming machine according to the present invention will be described with reference to FIGS. 1 to 16.

[0009] FIG. 1 is a schematic front view showing the appearance of a medal-less gaming machine (gaming machine). FIG. 2 is a schematic perspective view showing the internal configuration of a medal-less gaming machine (gaming machine). As shown in FIGS. 1 and 2, the medal-less gaming machine 1 includes a housing 1b and a front door 1a that can open and close the opening of this housing. A display window 6 through which the rear can be visually recognized is formed in the central portion of the front door 1a, and through this display window 6, the symbols represented on the reel 41 as a display means can be visually recognized. Below the display window 6, a stepped portion protruding forward is formed, and around this stepped portion, operation means such as a bet button 2a, a MAX bet button 2b, a first effect button 2g, a count button 2c, a settlement button 2d, a start lever 3, and a stop button 5, and notification means such as a game medal number display device 7, a count button lamp 2e, and a bet number lamp 2f are provided. Note that the game medal number display device 7 may be provided on the upper surface side or the front side of the stepped portion. Above the display window 6, a navi lamp 12 for guiding the player on the operation order of the stop button 5 is provided. Also, on the left side portion of the display window 6, a sub-effect display 18 configured by a liquid crystal display and operating as notification means and effect means is provided. The upper part of the front door 1a is equipped with a main display unit 8 that functions as a notification means and a means of displaying effects. The main display unit 8 has a display section consisting of a liquid crystal display with a predetermined display area, and is capable of displaying various effect images and the number of game tokens.

[0010] To the side of the main performance display unit 8 are a second performance button 2h, a speaker 9 that provides sound effects and notifications, and a lamp 11 that provides light effects and notifications in response to winning combinations and the effects displayed on the main performance display unit 8.

[0011] The enclosure 1b contains a main control unit 10 equipped with a CPU that comprehensively controls the game, and a sub-control unit 20 equipped with a CPU that controls game effects and other related aspects under the control of the main control unit 10. Furthermore, the housing 1b is equipped with a drum unit 4. The drum unit 4 comprises three reels 41a to 41c arranged horizontally, and each of these reels 41 is configured to be rotatable by the drive of a stepping motor (not shown). Multiple symbols (identification information) are displayed on the outer surface of each reel 41a to 41c according to a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (for example, 3) for each reel 41a to 41c can be seen through the display window 6. Inside the enclosure 1b, there is a power supply unit 15 for supplying power to each device, including the main control unit 10 and the sub-control unit 20. Inside the cabinet 1b, there is a game token count clear button 14 and a probability setting device 16, and a dedicated inter-machine device 19 is located adjacent to the outside of each tokenless game machine 1 (not shown).

[0012] As shown in Figure 3, the main control device 10 is connected to various components such as the bet button 2a, MAX bet button 2b, payout button 2d, start lever 3, stop button 5, dedicated unit 19, drum unit 4, counting button 2c, game token count display device 7, game token count clear button 14, probability setting device 16, power supply device 15, and game equipment device 100. Note that the dashed lines in Figure 3 (dedicated unit 19, gaming equipment device 100) indicate that these are external devices. The main control unit 10 functions as a lottery means capable of executing lotteries related to the game, as well as detecting and controlling the operation of each of the above parts, transitioning game states, and outputting predetermined commands (control information) to the sub-control unit 20 at predetermined timings. Furthermore, the main control device 10 has a memory unit capable of storing the game value (game tokens) owned by the player, and controls the game to be executed based on the game value stored in the memory unit.

[0013] The sub-control device 20 is connected to various components such as the navigation lamp 12, the counting button lamp 2e, the bet count lamp 2f, the main performance indicator 8, the sub-performance indicator 18, the speaker 9, the lamp 11, the first performance button 2g, and the second performance button 2h. The sub-control device 20 operates as a performance control means and controls the operation of each of the above parts in accordance with commands (control information) from the main control device 10. Either or both of the main control device 10 and the sub-control device 20 constitute the lottery means, specific prize control means, notification control means, bonus granting control means, high probability state control means, display control means, game state control means, and specific game state control means according to the present invention.

[0014] I will now explain the operation of the main components. The game token count display device 7 is a game value display means and displays the total number of game tokens (game value) that can be used for playing the game. Therefore, players can play the game by inserting game tokens within the range of the number of game tokens displayed on the game token count display device 7. The game token count display device 7 includes a storage means (such as RAM) and a game token count display 7a, which is composed of, for example, a 7-segment LED. When game tokens are lent out or given, the main control device 10 adds up the number of lent out or given, stores the sum (total) as the "game token count" in the storage means, and displays it on the game token count display 7a. Furthermore, when game tokens are inserted or counted, the main control device 10 subtracts the number of tokens inserted or counted from the "number of game tokens stored and displayed" on the game token count display device 7. The dispensing of game tokens is performed by operating the dispensing operation of the dedicated unit 19, which is an inter-machine device, and the insertion of game tokens is performed by operating the bet button 2a or the MAX bet button 2b. The game token display device 7 has an upper limit (for example, 16,300) set for the number of game tokens (amount of game value) that can be stored and displayed. If the total number of game tokens exceeds this upper limit due to, for example, the awarding of tokens through winning, a "game unavailable" control is executed to prevent the player from playing. When the game is in "unplayable" mode, the start lever 3, bet button 2a, MAX bet button 2b, and payout button 2d are all disabled.

[0015] When game tokens are lent out or given, the main control device 10 adds up the number of tokens lent out or given, stores the sum (total) in the storage means as the "number of game tokens," and transmits control information that can identify the "number of game tokens" at that time to the sub-control device 20. Furthermore, when a game token is inserted or counted, the main control unit 10 transmits control information to the sub-control unit 20 that allows it to identify the "number of game tokens" that has been deducted as a result of that insertion or counting.

[0016] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game tokens at the start of a game. The bet button 2a sets the bet number to "1" (temporarily stored in RAM) when pressed, and the MAX bet button 2b sets the maximum bet number to "3" (temporarily stored in RAM). The main control unit 10, in response to the pressing of the bet button 2a or the MAX bet button 2b, subtracts the corresponding bet amount from the number of game tokens stored and displayed on the game token display device 7.

[0017] The start lever 3 is a means of operation that the player uses to start playing after inserting game tokens. The stop button 5 is an operating means used to stop the reel 41, which rotates in response to the operation of the start lever 3.

[0018] The counting button 2c is an operating means used by the player to count the game tokens they have acquired. Specifically, the counting button 2c is a counting operation means used to output at least a portion of the game tokens (game value) displayed on the game token count display 7a as counting data to a dedicated unit 19 (external). Therefore, the counting button 2c is operated when ending a game, but it is not limited to this; in principle, it can be operated at any time (even during gameplay or when the game is unavailable). The counting amount of the counting button 2c varies depending on how it is pressed. For example, if the counting button 2c is "short-pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies that "1" game tokens have been counted, i.e., the counted quantity is "1". In this case, the main control unit 10 performs a process to subtract the counted quantity "1" from the number of game tokens stored and displayed in the game token count display device 7.

[0019] If the counting button 2c is "pressed and held" (for example, for 500 milliseconds or more), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies a maximum of "50" game tokens, i.e., a maximum counting quantity of "50". In this case, the main control unit 10 performs a process to subtract the counting quantity (maximum "50") from the number of game tokens stored and displayed in the game token count display device 7. For example, if the counting button 2c is pressed and held while the game token count display 7a shows "50 or less" game tokens, all game tokens will be counted, up to a maximum of "50" tokens. In this case, the main control device 10 outputs counting data that allows for the identification of the counted quantity to the dedicated unit 19, and subtracts the counted quantity from the number of game tokens stored and displayed in the game token count display device 7. As a result, the number of game tokens stored and displayed in the game token display device 7 is updated to "0". Furthermore, if the counting button 2c is held down while the game token count display 7a shows a number of game tokens greater than 50, 50 game tokens will be counted in response to the first long press detection, and up to 50 game tokens will be counted each time a long press is detected from the second time onward (for example, every 300 milliseconds). In this case, the main control device 10 outputs counting data that allows for the identification of the total count to the dedicated unit 19, and subtracts the total count from the number of game tokens stored and displayed in the game token display device 7. Furthermore, the output of counting data to the dedicated unit 19 based on the continuous long press may be a single output of counting data that can identify the total counted amount when the long press ends, or counting data that can identify the counted amount (maximum 50) may be output individually each time a long press is detected. On the dedicated unit 19 side, for example, the total number of tokens collected until the return button (not shown) provided on the dedicated unit 19 is operated is managed as the number of tokens held. In addition to the standard counting button 2c, separate counting buttons may be provided, such as a button that counts 100 coins with a short press, or a counting button that stops counting at 500 coins even with a long press.

[0020] Thus, the number of game tokens stored and displayed in the game token display device 7 can be subtracted by counting. Therefore, if the number of game tokens exceeds the upper limit and the machine becomes "unplayable," the solution is to reduce the number of game tokens to below the upper limit by operating the counting button 2c, thereby releasing the "unplayable" state.

[0021] The game token count clear button 14 is an operation means for store staff to reset (set to 0) the number of game tokens stored and displayed on the game token count display device 7. When the game token count clear button 14 is operated, the main control unit 10 updates the game token count stored and displayed on the game token count display device 7 to "0". Therefore, the "unavailable to play" state can also be cleared by a store employee operating the game token count clear button 14.

[0022] The settlement button 2d is an operating means used to return (transfer) the set bet amount to the game token display device 7. For example, if the payout button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game tokens stored and displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "2", the main control unit 10 clears the number of bets and adds "2" to the number of game tokens displayed on the game token display unit 7a. If the payout button 2d is pressed while the number of bets is set to "3", the main control unit 10 clears the number of bets and adds "3" to the number of game tokens displayed on the game token display unit 7a. In other words, the settlement button 2d is a specific operating means that can be operated to add the number of game tokens (game value) set as the number of bets to the number of game tokens (game value) displayed on the game token count display unit 7a (game value display means). Therefore, when a player wants to end their game, they should press the payout button 2d after confirming that the number of bets has been set by the bet number lamp 2f being lit. As a result, the number of game tokens for the set bet amount is added to the number of game tokens stored and displayed on the game token display device 7. After that, pressing the counting button 2c will return the bet amount as well.

[0023] Furthermore, other control methods, such as the bet button 2a, can also be assigned the function of the payout button 2d. For example, a short press of the bet button 2a can be used to set the bet quantity to "1", while a long press of the bet button 2a can be used to perform the action of the payout button 2d (the return action described above).

[0024] The bet count lamp 2f is a notification device that indicates when the number of bets has been set or the number of bets (1 to 3 bets) by lighting up an LED before the game starts. Based on the reception of control information from the main control unit 10, the sub-control unit 20 controls the following: when the number of bets is set to "1", it lights up one lamp (for example, the "1BET" lamp shown in Figure 1); when the number of bets is set to "2", it lights up two lamps (for example, the "1BET" and "2BET" lamps shown in Figure 1); and when the number of bets is set to "3", it lights up three lamps (for example, the "1BET", "2BET", and "3BET" lamps shown in Figure 1). In other words, the bet number lamp 2f is a means of displaying the number of bets, and it is designed to display the number of bets (game value) set as the number of bets in the game at least before the game starts. Based on the reception of information from the main control unit 10 that identifies the start of a game (operation of the start lever 3), the sub-control unit 20 controls the bet count lamp 2f to turn off.

[0025] Furthermore, the sub-control device 20, based on receiving control information from the main control device 10, performs control to turn off the bet number lamp 2f when game tokens corresponding to the bet number are inserted. Furthermore, the sub-control device 20, based on receiving control information from the main control device 10, performs control to turn off the bet number lamp 2f when the settlement button 2d is operated and the bet number is changed to the number of game tokens. In other words, the bet count lamp 2f lights up when the bet count is set, and turns off when game tokens are inserted or when game tokens are cashed out (returned). In addition, a display means for displaying the number of bets may be provided separately from the bet count lamp 2f, and this display means may be directly controlled by the main control device 10.

[0026] Furthermore, the sub-control device 20 displays the current "number of game tokens" on the display section 8a of the main performance display 8 based on the reception of control information that can identify the "number of game tokens" transmitted from the main control device 10. Therefore, the "number of game tokens" is displayed not only on the game token count display 7a but also on the main performance display 8, and when the "number of game tokens" is added or subtracted due to the lending, granting, insertion, or counting of game tokens, the numerical information on both the game token count display 7a and the main performance display 8 is updated. The "number of game tokens" may be stored using the storage means of the sub-control device 20.

[0027] The probability setting device 16 is a device that can change the degree of advantage for the player, and for example, it can change the probability of winning an AT state, etc., to multiple levels (for example, 6 levels). The main control unit 10 stores one of the setting values ​​in its memory unit based on the probability setting operation performed by the arcade staff at the probability setting device 16, and controls the probability of winning an AT state, etc., based on the stored setting value. For example, setting 1 has the lowest probability of winning, and the larger the number, the higher the probability of winning.

[0028] The dedicated unit 19 is a dispensing device that dispenses game tokens. The dedicated unit 19 is located externally to the coinless gaming machine 1 and is connected to the coinless gaming machine 1 via a connection terminal board, enabling data communication. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs lending data that allows the number of game tokens to be lent to the tokenless gaming machine 1. In the medalless gaming machine 1, the main control device 10 identifies the number of gaming tokens to be dispensed based on the input dispensing data, and adds that number to the number of gaming tokens stored and displayed on the gaming token display device 7.

[0029] The dedicated unit 19 also serves as a return device for returning game tokens. Specifically, the coinless gaming machine 1 outputs counting data that can identify the number of game tokens to a dedicated unit 19 based on the operation of the counting button 2c. The dedicated unit 19 receives counting data output from the medalless gaming machine 1 and manages the total number of gaming tokens identified based on that counting data as the number of tokens held.

[0030] The dedicated unit 19 is equipped with, for example, a medal count indicator (not shown) consisting of a 7-segment LED, which displays the stored number of medals held. Furthermore, the dedicated unit 19 is equipped with a card unit (not shown), which can store (record) the number of medals held on an IC card. The IC card can be ejected from the card unit by operating the return button (return operation) located on the dedicated unit 19. The dispensed IC card can be handed to the prize exchange corner set up in the arcade to exchange the number of tokens held for prizes, or it can be inserted into the card unit of another dedicated unit 19 to use the number of tokens held to play again. The dedicated unit 19 and the game token count display device 7 are linked, and if the number of game tokens stored and displayed in the game token count display device 7 is at least "1", the IC card cannot be ejected by the return operation, and only if the number of game tokens is "0" can the IC card be ejected by the return operation. In other words, players cannot obtain an IC card until all of their game tokens have been counted. This eliminates the possibility of players forgetting to return any remaining game tokens.

[0031] The dedicated unit 19 can be connected to a computer called a hall computer or management computer via a relay device or directly, and can output game information such as outs and safes, as well as sales information, to the computer. This allows, for example, a computer to collect data such as the number of outs, safes, and prize balls for each gaming machine, and to calculate the error in ball count based on this gaming information.

[0032] Furthermore, the dedicated unit 19 can be connected to the gaming equipment 100 via a relay device or directly, and can output game information such as game execution information and information on the occurrence of specific game states (such as AT state) received from the medalless gaming machine 1 to the calling device.

[0033] The gaming equipment device 100 is a device installed above the medalless gaming machine 1 in an island facility (not shown) where the medalless gaming machine 1 is installed. The main control unit 10 transmits various game data, such as the number of games played, the number of times the pseudo-bonus state or AT state occurred, the number of medals spent in the game, and the number of medals awarded (paid out), to the gaming equipment 100 via a dedicated unit 19. Furthermore, the gaming equipment 100 is equipped with a call button (not shown) that the player operates to summon an employee of the gaming parlor, a call lamp (not shown) that notifies the player that a call has been made, and an information display device (not shown) consisting of a liquid crystal display or the like. Then, the gaming device 100 displays information on an information display device such as the number of games played during normal gameplay from the time the power was turned on or the last pseudo-bonus state to the present, the number of times the pseudo-bonus state or AT state occurred on that day, and the probability of the pseudo-bonus state or AT state occurring, the difference in tokens, etc., calculated by the control unit of the gaming device 100 based on the game data. In other words, the main control device 10 is equipped with an external information transmission means capable of transmitting information related to the progress of the game to the game equipment 100 attached around the medalless game machine 1. Furthermore, various game data from the medalless gaming machine 1 is also transmitted to the management device (not shown), but this data is transmitted to the management device via a dedicated unit 19.

[0034] The gameplay (also called medalless gameplay) on medalless gaming machine 1 will be explained with reference to the flowchart in Figure 4. First, in step S100, the game start process is executed. In the game start process, the coinless gaming machine 1 first receives the loan data output from the dedicated unit 19. Specifically, when a player performs a token dispensing operation on the dedicated unit 19, the dedicated unit 19 outputs dispensing data that allows the number of tokens to be dispensed to be identified, and the tokenless gaming machine 1 inputs this dispensing data. When the coinless gaming machine 1 receives lending data, the main control unit 10 identifies the number of lending based on the lending data, stores and displays the number of gaming tokens corresponding to the number of lending in the gaming token display device 7, and transmits control information that can identify the number of gaming tokens corresponding to the number of lending to the sub-control unit 20, which then displays the number of gaming tokens in the main display unit 8. If the "number of tokens borrowed" is "100", the initial number of tokens displayed on the token count display device 7 (token count indicator 7a) and the main performance indicator 8 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, the next step is to insert game tokens in response to the player's input. Specifically, the number of bets is set as the number of game tokens used in one game, depending on whether the bet button 2a or the MAX bet button 2b is pressed. When the number of game tokens displayed as "100" on the game token count display device 7 (game token count indicator 7a) and the main performance indicator 8, and the number of bets is set to "3", the main control device 10 updates the number of game tokens stored and displayed on the game token count display device 7 from "100" to "97" (=100-3), and the sub-control device 20 lights up the "3BET" lamp on the bet lamp 2f and updates the number of game tokens displayed on the main performance indicator 8 from "100" to "97" (=100-3). When the number of bets (for example, 3 bets) is set as the number of game tokens to be used in one game, the game becomes ready to start, and the operation of start lever 3 becomes effective. Furthermore, the medalless gaming machine 1 may be configured to only allow gameplay with a bet of "3".

[0035] Next, in step S101, the lottery process is executed. When the game is in the ready state, the game starts when the start lever 3 is tilted, and the main control device 10 performs an internal lottery process to determine the winning combination for this game from among multiple winning combinations. In other words, the main control unit 10 functions as a lottery means capable of performing a lottery for roles based on the execution of the game. The winning combinations include minor combinations (bell, watermelon, weak cherry, strong cherry), replay, and chance replay, each with a set combination of symbols and a set number of medals awarded upon winning. Additionally, the watermelon, strong / weak cherry, and chance replay are so-called rare combinations with a lower probability of winning than other winning combinations. Among the rare combinations, those with a relatively higher probability of winning are called weak rare combinations (weak cherry, chance replay), and those with a relatively higher probability of winning are called strong rare combinations (strong cherry). Additionally, the bell symbols include six types of sequential bell symbols that are awarded only when stop button 5 is operated in a specific order, and a common bell symbol that is awarded regardless of the order in which the buttons are operated. The sub-control device 20 controls the bed number lamp 2f to turn off in response to the tilting operation of the start lever 3. The turning off of the bet count lamp 2f indicates that the number of game tokens inserted (bet) has been used.

[0036] Next, in step S102, the reel rotation process is performed. Specifically, the main control device 10 starts the rotation of the reels 41a to 41c, which display multiple symbols. Each reel 41a to 41c gradually increases its rotational speed from a stopped state, and when it reaches a steady rotation at a constant speed, the stop buttons 5a to 5c, which are provided corresponding to each reel 41a to 41c, become pressable as operating means.

[0037] Next, in step S103, the reel stop process is executed. When each of the stop buttons 5a to 5c is pressed, the main control device 10 controls the stopping of each reel 41a to 41c so that it displays a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process.

[0038] Next, in step S104, the award process is executed. In controlling the stopping of the reels 41, the main control device 10 controls the reels to stop in a combination of symbols corresponding to the winning result of the internal lottery process, based on the timing of the operation of the stop button 5. After the third stop operation, the main control device 10 determines that a prize has been won if the combination of symbols that stopped on the active line is a predetermined combination. Furthermore, "after the third stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel, and the third reel refers to the reel that was stopped in the third and final operation (third stop operation) when the three reels 41a to 41c have each been stopped once for a total of three operations.

[0039] Next, in step S105, the disbursement process (granting process) is executed. If it is determined that a specific minor role has been achieved, the system will execute a process to award (pay out) the corresponding number of game tokens as a reward. For example, if the main control device 10 determines that a 10-coin payout has been achieved, it adds the awarded amount "10" to the number of game tokens stored and displayed on the game token count display device 7.

[0040] Next, in step S106, the game termination process is executed. The game end process executes the counting of game tokens. Specifically, when the player operates the counting button 2c, the main control unit 10 counts the number of game tokens stored and displayed in the game token count display device 7, and also updates the number of game tokens displayed on the main performance display unit 8. More specifically, when the counting button 2c is briefly pressed, the game token display device 7 subtracts "1" from the number of game tokens stored and displayed, and the main display unit 8 displays the number of game tokens with "1" subtracted from it. When the counting button 2c is pressed and held, the maximum counting amount "50" is subtracted from the number of game tokens stored and displayed in the game token display device 7, and the number of game tokens displayed in the main performance display device 8 is updated. If the counting button 2c is held down for an extended period, the maximum counting amount of "50" is continuously subtracted from the number of game tokens stored and displayed on the game token display device 7, and the number of game tokens displayed on the main performance display device 8 is also displayed with "50" subtracted from it. This allows counting data that can identify the quantity to be counted to be output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted items as the number of medals held, based on the input counting data. In the dedicated unit 19, upon receiving a return operation, the number of medals held is stored on the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can only be ejected when the number of game tokens stored and displayed on the game token count display device 7 is "0". Therefore, the player must operate the counting button 2c on the game token display device 7 until the number of game tokens displayed becomes "0" to execute the counting process. Players can use the IC card they receive to play again or exchange prizes. To play again, instead of inserting cash in S100, you insert an IC card into the card unit. This enables the game start process (S100) to be executed in response to lending operations etc. in the dedicated unit 19, and then the lottery process (S101) to payout process (S105) can be executed. Additionally, upon termination of the game, the winning rights for all winning combinations except those whose winning status is retained are forfeited. The medalless gaming machine 1 according to the present invention has the following characteristic configurations in addition to the above-described configuration. Each of the configurations may be installed individually or in combination.

[0041] [Transition of game state] Next, referring to Figure 5, the transitions in the game state of the medalless gaming machine 1 according to this embodiment will be described. The gameplay of the medalless gaming machine 1 in this embodiment is performed in multiple game states: normal game state, CZ state, pseudo-bonus state, and AT state. Furthermore, during the AT state, the game is controlled to either the normal AT state or a special zone. The main control device 10, which acts as a game state control means, is capable of controlling the transition from one game state to another based on the fulfillment of predetermined transition conditions.

[0042] In the medalless gaming machine 1 of this embodiment, the reels 41 are provided with multiple symbols (for example, "bell", "replay", "cherry", "watermelon", "BAR", "7", and "blank"), and it is possible to form symbol combinations according to the result of the draw for the winning combination during gameplay. In the main control device 10, which is a lottery means capable of performing a lottery for winning combinations, the winning combinations that are the subject of the lottery include minor combinations (bell combination, watermelon combination, weak cherry combination, strong cherry combination) and replay combinations (normal replay combination, chance replay combination), and each combination has a set symbol combination for when it is won, as well as a set of benefits to be given (such as the awarding of a predetermined number of game tokens).

[0043] The bell symbol is a minor win where the corresponding combination of symbols is "bell, bell, bell". There are six types of bell symbols that are awarded only when the stop button 5 is operated in a specific order, and a common bell symbol that is awarded regardless of the order in which the buttons are operated. There are six types of button-press sequence bell combinations, each with a different sequence of button presses (specific order) for pressing the stop button 5 to win the combination (for example, six types where the specific order is "left → middle → right", "left → right → middle", "middle → left → right", "middle → right → left", "right → left → middle", and "right → middle → left"). The button-press sequence navigation described later makes it easy to win the winning button-press sequence bell combination. In other words, the main control device 10, as a lottery means, enables the lottery for multiple operation-dependent roles (press-order bell roles) that have different operation methods for the operation means (stop button 5) used to award the winning role. In this embodiment, the probability of winning the push-order bell combination, which results in a win when the left reel 41a is stopped first, is set lower than the probability of winning other push-order bell combinations.

[0044] The watermelon symbol is a minor symbol combination where the corresponding symbols are "watermelon, watermelon, watermelon". Additionally, there may be two types of watermelon symbols: a weak watermelon symbol where the "watermelon" stops on the horizontal line in the middle row, and a strong watermelon symbol where the "watermelon" stops on a diagonal line. The Cherry combination is a minor role where the corresponding symbols are "Cherry-ANY-ANY". There is a weak Cherry combination where the "Cherry" symbols stop lined up on only one of the lines 41a on the left reel and 41b on the middle reel, and a strong Cherry combination where the "Cherry" symbols stop lined up on all three lines: 41a on the left reel, 41b on the middle reel, and 41c on the right reel.

[0045] A regular replay is a replay that results in the corresponding symbol combination being "replay, replay, replay". The Chance Replay combination is a replay combination where the corresponding symbol combination is set to "Replay-Replay-Replay" or "Replay-Replay-Bell" (the so-called Chance combination), and one of the symbol combinations will stop depending on the order in which the stop button 5 is operated. Details about the Chance Replay role will be explained later. Furthermore, the strong and weak cherry symbol, the watermelon symbol, and the chance replay symbol are so-called rare symbols, with a lower probability of winning (or in the case of the chance replay symbol, the probability of a specific win) compared to other winning symbols. Among the rare symbols, those with a relatively high probability of winning are called weak rare symbols (weak cherry symbol, watermelon symbol, chance replay symbol), and those with a relatively high probability of winning are called strong rare symbols (strong cherry symbol).

[0046] Furthermore, when a bell symbol (common bell symbol, or ordered bell symbol) is won, if the corresponding combination of symbols stops and the bell symbol is awarded, 8 game tokens will be awarded. Furthermore, if, when a specific sequence of button presses is triggered, the stop buttons 5a to 5c are operated in a sequence other than the designated sequence (one of five possible sequences), and the sequence of button presses is not triggered, no game tokens will be awarded. Furthermore, the probability of winning the bell symbol is set so that the number of game tokens held by the player increases during the pseudo-bonus state and AT state, which will be described later. Additionally, if a combination of symbols corresponding to the watermelon symbol stops and that watermelon symbol is won, two game tokens will be awarded. Additionally, if a combination of symbols corresponding to a weak cherry or a strong cherry combination stops and the cherry combination is awarded, one game token will be awarded. Furthermore, if a combination of symbols corresponding to a replay (regular replay or chance replay) is displayed, the next game can be played with the same bet amount as the previous game without inserting any game tokens (without setting a bet amount). Furthermore, the types of symbols on reel 41, the types of winning combinations and their corresponding symbol combinations, and the rewards awarded when each winning combination is achieved (such as the number of game tokens) may differ from those listed above. Furthermore, in this embodiment, the probability of executing the push-order navigation when a push-order bell role is won is set to be the same in both the pseudo-bonus state and the AT state, but the probability of executing the push-order navigation may be set to be different in the pseudo-bonus state and the AT state.

[0047] Of the symbols on reel 41, the "bell" and "replay" symbols are always placed within a number of frames (for example, 4 frames) within the range of the reel pull-in control, while the "cherry," "watermelon," "7," and "BAR" symbols are not necessarily placed within a number of frames (for example, 4 frames) within the range of the reel pull-in control.

[0048] Figure 5 shows the game states that can be controlled by the medalless gaming machine 1 of this embodiment. (Normal gameplay state) The normal game state is a disadvantageous state for the player and is basically a state used to trigger the CZ (Chance Zone) state. In this embodiment, the number of games played during normal gameplay is counted, and when the counted number reaches a predetermined ceiling game count, the conditions for transitioning to the CZ state are met, and the game state is transitioned to the CZ state as a predetermined benefit is granted (arrow a in Figure 5). The number of games to reach the ceiling is determined according to the probability setting value, for example, when the conditions for transitioning to the advantageous section (described later) are met, when the CZ state ends, when the pseudo-bonus state ends, and at the start of the next game after the AT state ends, and the number of games to reach the ceiling for the next CZ state is determined.

[0049] Furthermore, the conditions for transitioning to the CZ state during normal gameplay can be met even if the number of games reached the ceiling game count. For example, if the result of the lottery for the winning combination during gameplay is a predetermined rare combination (for example, a strong cherry combination), or if a chance symbol stops when a chance replay combination is won, the conditions for transitioning to the CZ state are met with a predetermined probability (for example, 20%). Furthermore, if a specific rare role is won during normal gameplay, or if a chance symbol stops when a chance replay role is won, for example, the main display unit 8 will be used to notify the player of this fact, or a winning animation or battle animation will be executed to increase the expectation of transitioning to the CZ state. Winning animations are generally designed to be completed within a single game, while battle animations are designed to continue for a predetermined number of games (for example, 2 or 3 games).

[0050] Furthermore, if the player wins the lottery for transitioning to the CZ state when a certain rare role is won, the player will not immediately transition to the CZ state. Instead, a pre-announcement period (main pre-announcement period: for example, 10 games) will be provided during which the transition to the CZ state will be delayed for a predetermined period. During the first half of this main pre-announcement period (for example, 13 games), control will be implemented in each game to change the content of the performance, for example, by increasing the probability of a certain character appearing on the main performance display 8 or by executing a performance that only occurs during that period. During the second half of this main pre-announcement period (for example, 3 games), for example, a battle performance between the main character and the enemy character will be performed, and the player will be notified that they have transitioned to the CZ state when the main character wins the battle in the final game.

[0051] Furthermore, even if the player does not win the lottery for transitioning to the CZ state when a certain rare role is won, a pre-announcement period (fake pre-announcement period) is set for a predetermined number of games (for example, 10 games), during which the same performance control as when the player wins the lottery for transitioning to the CZ state is performed. However, in the fake pre-announcement performance that is performed when the player does not win the lottery for transitioning to the CZ state, a battle performance (a battle performance in which the enemy character wins) is performed, in which it is announced that the player will not ultimately transition to the CZ state. Furthermore, in some cases when a specific rare role is won, the battle sequence may be executed immediately without the aforementioned pre-announcement period (real pre-announcement period, fake pre-announcement period). In this case, immediately after winning the specific rare role, a battle sequence will be executed for a predetermined number of games (for example, 3 games), and the result of the transition lottery to the CZ state will be announced. Furthermore, even when a game in normal gameplay mode is about to reach the ceiling game count (for example, 10 games before), the same pre-announcement period (main pre-announcement period) as described above is set and the same performance control is performed. Furthermore, even when a game is not in the state of normal gameplay and is not immediately about to reach the maximum number of games, a premonition period (fake premonition period) similar to the above is set at predetermined intervals, and the same performance control as described above is performed.

[0052] Furthermore, the number of games played and the presentation during the pre-announcement period may differ from those mentioned above; any method that increases the player's anticipation or indicates whether or not the game has transitioned to the CZ state is acceptable. Furthermore, the conditions for transitioning to the CZ state in the normal game state may be met in ways other than those described above. For example, a predetermined number of points may be assigned to the game points based on the results of the role draw, and when the total number of these game points reaches a predetermined number, the conditions for transitioning to the CZ state may be met, or a draw may be held to meet the conditions for transitioning to the CZ state. Alternatively, a draw may be held at predetermined intervals to meet the conditions for transitioning to the CZ state.

[0053] Furthermore, during normal gameplay, a lottery is held to determine whether the player will transition directly to the AT state. For example, if the result of the lottery for the winning combination during gameplay is a predetermined rare combination (e.g., a strong cherry combination), there is a predetermined probability (e.g., 2%) that the conditions for transitioning directly to the AT state will be met without going through the CZ state. Furthermore, if the conditions for transitioning to the AT state are met during normal gameplay, the game state will transition to the AT state (normal AT state) as a result of granting predetermined benefits (arrow h in Figure 5). If the conditions for transitioning to the AT state are met during normal gameplay, a pre-announcement period (main pre-announcement period) is set and the same performance control as described above is performed, similar to when the conditions for transitioning to the CZ state are met. Furthermore, the game may transition to a pseudo-bonus state based on the fulfillment of predetermined conditions during normal gameplay. For example, the conditions for transitioning to a pseudo-bonus state may be met with a predetermined probability (e.g., 20%) when the number of games played during normal gameplay reaches a specific number, or when the result of the lottery for a winning combination during gameplay is a predetermined rare combination (e.g., a strong watermelon combination or a chance replay combination).

[0054] (CZ state) The CZ state is a game state in which conditions for transitioning to a pseudo-bonus state are more likely to be met than in the normal game state, and it continues for a predetermined maximum number of games (for example, 10 games). During the CZ state, as will be explained in detail later, a transition lottery is held in a predetermined game to determine the conditions for transitioning to the pseudo-bonus state. Furthermore, unlike the pseudo-bonus state and AT state, the push-order navigation is not performed when a push-order bell symbol is won during the CZ state. Therefore, although the CZ state does not provide button-press navigation, it is a more advantageous game state for the player because it makes it easier to obtain conditions for transitioning to a pseudo-bonus state than in normal gameplay.

[0055] Then, if the player wins the lottery for transitioning to the pseudo-bonus state during a game in the CZ state and is granted the right to transition to the pseudo-bonus state, the player will be notified in the final game of the CZ state that they have been granted the right to transition to the pseudo-bonus state, and the game state will transition to the pseudo-bonus state from the next game (arrow c in Figure 5). On the other hand, if the player does not win the lottery for transitioning to the pseudo-bonus state during a game in the CZ state and is not granted the right to transition to the pseudo-bonus state, the player will be notified in the final game of the CZ state that the right to transition to the pseudo-bonus state was not granted, and the game state will transition to the normal game state from the next game (arrow b in Figure 5).

[0056] The CZ state will continue for a predetermined maximum number of games (for example, 10 games), but the CZ state may be terminated when the player wins the lottery for transitioning to the pseudo-bonus state while in the CZ state. Additionally, while the button-press order navigation corresponding to the button-press order bell symbol is not executed during the CZ state, it may be possible to enable the execution of the button-press order navigation. Furthermore, while the transition lottery to the pseudo-bonus state is conducted in a way that is more favorable to the player than in the normal game state during the CZ state, the transition lottery to the AT state may also be conducted in a way that is more favorable to the player during the CZ state, or the transition lottery to both the pseudo-bonus state and the AT state may also be conducted in a way that is more favorable to the player during the CZ state.

[0057] (Pseudo-bonus state) The pseudo-bonus state is a game state in which, during the game in the pseudo-bonus state, the player receives notification of advantageous operation methods that are not performed during normal gameplay. This notification is given by a push-order navigation (push-order notification) that informs the player of the order of operation (specific order of pressing) of the stop button 5 as an operation means to win the push-order bell combination, making it easier to win the push-order bell combination and extremely easy to acquire game tokens (game value). Therefore, the pseudo-bonus state is controlled as a game state that is advantageous to the player. Furthermore, the pseudo-bonus state continues for a predetermined number of games (for example, 20 games), and a lottery for transitioning to the AT state (normal AT state) is held in each game during the pseudo-bonus state. If the lottery is won, the right to transition to the AT state (normal AT state) is granted.

[0058] Furthermore, if the right to transition to the AT state is granted while in the pseudo-bonus state, the game state will transition to the AT state (normal AT state) after the pseudo-bonus state ends (arrow d in Figure 5). On the other hand, if the pseudo-bonus state ends after a predetermined number of games have been played without the right to transition to the AT state being granted, the game state will transition to the normal game state after the pseudo-bonus state ends (arrow e in Figure 5). Furthermore, during the pseudo-bonus state, the main display unit 8 will show animations related to the lottery for transitioning to the AT state. Furthermore, the lottery for transitioning to the AT state during the pseudo-bonus state is conducted as follows: For example, if a predetermined rare role is not won or a chance symbol does not stop during a game in the pseudo-bonus state, the right to transition to the AT state is granted with a predetermined probability (for example, 1%), and if a predetermined rare role is won or a chance symbol stops, the right to transition to the AT state is granted with a higher probability (for example, 30%). However, either is acceptable as long as the right to transition to the AT state is granted in a way that is more advantageous to the player than the normal game state.

[0059] (AT state) The AT state, like the pseudo-bonus state, is a game state in which, during the game in the AT state, the player receives notifications of advantageous operation methods that are not performed during normal gameplay. These notifications include a push-order navigation (push-order notification) that informs the player of the specific sequence of operations (pressing order) for pressing stop button 5 to win the winning push-order bell combination, making it easier to win the winning push-order bell combination and thus extremely easy to acquire game tokens. In other words, the main control device 10 has a function that enables it to draw lots for multiple push-order bell roles with different stopping patterns of the display means (reels 41) for awarding predetermined benefits, and a function that enables it to control and notify operation information related to the operation of the operation means (stop button 5). In AT mode, when a push-order bell role is won, the push-order navigation is performed as operation information, and if the reels 41 are stopped according to the push-order navigation, the winning push-order bell role will be awarded as a predetermined benefit, and a predetermined number of game tokens will be awarded.

[0060] The AT state is basically controlled to the normal AT state, which is a so-called game count management type where a predetermined number of games (for example, 30 games) is assigned as the remaining number of games at the initial transition (for example, when transitioning from the CZ state), and the remaining number of games is subtracted by the execution of games during the AT state, and the AT state continues until the remaining number of games becomes "0". Furthermore, during AT mode (normal AT mode), for example, based on the winning of a predetermined rare role (for example, a strong or weak cherry role), a lottery is held to add to the remaining number of games that can continue the AT mode. If the lottery is won with a predetermined probability (for example, 20%), a predetermined number of games (for example, 10 games) will be added to the remaining number of games. Therefore, the duration of the AT mode is extended by adding to the remaining number of games. If the number of remaining games becomes "0" while in AT state (normal AT state), the conditions for ending the AT state are met and the game state transitions to the normal game state (arrow i in Figure 5). During AT mode, the main display unit 8 displays effects that indicate that AT mode is active, as well as effects related to the bonus payout lottery.

[0061] Furthermore, the AT state may be a so-called set-management type, where one set consists of a predetermined number of games (for example, 30 times) played, and a new round of games is started if the player wins the continuation lottery held during that round of games. Furthermore, the AT state (normal AT state) may be controlled to continue until the number of game tokens actually acquired by the player during the AT state (net increase in tokens) or the number of game tokens paid out during the AT state reaches a predetermined number (for example, 100 tokens), or until the number of times a predetermined role (for example, the push-order bell role) is won reaches a predetermined number (for example, 20 times). Furthermore, multiple types of AT states with different termination conditions (normal AT states) may be provided, and when the right to transition to an AT state is acquired, it may be possible to selectively generate one of these AT states. Furthermore, during AT mode (normal AT mode), the button press navigation may be executed every time a button press bell combination is won, or a navigation lottery may be conducted when a button press bell combination is won, and the button press navigation may be executed only when this navigation lottery is won, i.e., only when a button press bell combination is won. Furthermore, during AT mode (normal AT mode), it may be possible to switch between two states: one in which a push-order navigation is performed when a push-order bell symbol is won, and another in which a push-order navigation is performed when a push-order bell symbol is won.

[0062] Furthermore, when a push-order bell combination is won, if the reels 41 are stopped in the operation sequence corresponding to the won push-order bell combination (a specific push-order sequence), a predetermined number of game tokens (for example, 8 tokens) will be awarded. If the reels 41 are stopped in an operation sequence other than the specific push-order sequence, no game tokens will be awarded. However, even in the case of an operation sequence other than the specific push-order sequence, a number of game tokens less than the predetermined number (for example, 1 token) may be awarded. Therefore, while the awarding of a predetermined bonus by hitting the bell combination in a specific order indicates the awarding of a predetermined number of game tokens, if a relatively small number of game tokens (e.g., 1 token) are awarded even when a different button sequence is performed, then the awarding of the bell combination in a specific order indicates the awarding of a relatively large number of game tokens (e.g., 8 tokens), or the formation of a symbol combination corresponding to the bell combination in a specific order (e.g., a symbol combination in which "bell, bell, bell" appear on a predetermined line). Furthermore, in this embodiment, the probability of winning the push-order bell combination, which is awarded when the left reel 41a is stopped first, is set lower than the probability of winning the other push-order bell combinations. However, the probability of winning each push-order bell combination may be set to be the same. Also, the number of game tokens awarded when the push-order bell combination, which is awarded when the left reel 41a is stopped first, is won may be set to be less than the number of game tokens awarded when the other push-order bell combinations are won.

[0063] During a game in the normal AT state, if a predetermined condition is met, the game state will transition to a special zone for a predetermined period (for example, 10 games) midway through the normal AT state (arrow f in Figure 5). The Special Zone is a game state in which the bonus lottery is executed more favorably for the player than in the normal AT state. When a rare role is won, the bonus lottery is held at a higher probability than in the normal AT state, and if the bonus lottery is won, a larger number of games (for example, 30 games) will be added than in the normal AT state. In addition, when a role other than a rare role is won (for example, a replay role), a predetermined number of games (for example, 10 games) will be added at a predetermined probability (for example, 10%). Even if you transition to a special zone while in normal AT mode, the normal AT mode will be interrupted, and the remaining number of games in normal AT mode will not be reduced while in the special zone.

[0064] Furthermore, the special zone can only continue for a predetermined number of games (for example, 10 games), and even if you win a bonus lottery during the special zone, the duration of the special zone itself will not be extended. Then, when the number of times the game is played in the special zone reaches a predetermined number (for example, 10 times), the special zone ends and the game state returns to the normal AT state (round game state) (arrow g in Figure 5). Furthermore, during the special zone, the main display unit 8 displays effects that indicate that the special zone is in progress, as well as effects related to the bonus payout lottery.

[0065] The conditions for transitioning to a special zone during normal AT mode are set to a predetermined probability (for example, 20%) when a strong rare role is won or a chance symbol stops, but any of these conditions are acceptable. For example, a lottery may be held each time a predetermined number of games are played during normal AT mode, and if the lottery is won, the player may transition to a special zone. Alternatively, a lottery may be held each time a predetermined number of bell roles are won, and if the lottery is won, the player may transition to a special zone. Furthermore, the system may be configured so that when a specific role (for example, a replay role) is won, a reverse press operation ("right → middle → left") will result in a specific combination of symbols (for example, "7・7・7") stopping. In games during normal AT mode, a reverse press navigation may be performed for some of the wins of the specific role, and if a specific combination of symbols stops in accordance with this reverse press navigation, the conditions for transitioning to a pseudo-bonus state during AT mode may be met.

[0066] Furthermore, the bonus lottery during the special zone can be any type that is more advantageous to the player than the normal AT state, and the bonus probability and the number of games added when each role is won can be other than those mentioned above. Furthermore, it may be possible to generate multiple special zones with different bonus lottery methods, and to selectively determine one of the types of special zones when transitioning between them. Furthermore, during the special zone, the button press navigation may be executed every time a button press bell combination is won, or a navigation lottery may be conducted when a button press bell combination is won, and the button press navigation may be executed only when this navigation lottery is won, i.e., only when a button press bell combination is won.

[0067] As described above, in the medalless gaming machine 1 of this embodiment, the main control device 10 will transition the game state to the CZ state when the conditions for transitioning to the CZ state are met during normal gameplay. Furthermore, if the conditions for transitioning to the pseudo-bonus state are met while in the CZ state, the game state will transition to the pseudo-bonus state. Furthermore, if the conditions for transitioning to the AT state are met while in the pseudo-bonus state, the game state will be transitioned to the AT state. The transitions between game states are controlled as described above.

[0068] The main control device 10 of this embodiment includes a section control means that, in addition to the above-mentioned game state, can control the game section to either a normal section (non-advantageous section) or an advantageous section. The normal section is a gameplay section in which no button-press navigation is performed, that is, a gameplay section that is uncontrollable and does not enter a pseudo-bonus state or AT state. It begins when the next game starts after the conditions for ending the advantageous section are met, and ends when the conditions for transitioning to the advantageous section are met.

[0069] Furthermore, in the normal section, the transition to the advantageous section is determined when the conditions for transitioning to the advantageous section are met, for example, when a predetermined role (for example, the replay role and the push-order bell role) is won in the internal lottery. In normal sections, the button press order navigation is not performed. Furthermore, when the main control unit 10 is reset, it is controlled to the normal section. Furthermore, the timing of the transition to the advantageous period does not have to be at the time mentioned above. For example, it could be at the end of the game in which the conditions for transitioning to the advantageous period were met (such as the moment when the last operation of pressing stop button 5 ends). In this case, the transition to the advantageous period will occur before the next game starts.

[0070] The advantageous section is a gameplay section in which button-press navigation may be performed, that is, a gameplay section that can be controlled to enter a pseudo-bonus state or AT state, and is a gameplay section that is more advantageous to the player compared to the normal section because button-press navigation may be performed. Furthermore, the advantageous period begins when the conditions for transitioning to the advantageous period are met in the normal period and the next game starts, and ends when the predetermined conditions for ending the advantageous period are met.

[0071] Furthermore, the advantageous period transitions to the normal period based on the fulfillment of the conditions for ending the advantageous period during that period. Examples of conditions for ending the advantageous period include when the coinless gaming machine 1 (main control device 10) is reset (including when the settings are changed). While the advantageous period generally continues when the AT state ends, it is also possible to set up a condition for ending the advantageous period in some cases when the AT state ends, or to decide whether or not to end the advantageous period depending on the difference in the number of tokens at the end of the AT state. Alternatively, a special-advantage zone lamp that indicates the presence of an advantageous zone when lit may be provided, and the main control device 10 may control the lighting of this lamp. Furthermore, if a special zone lamp is provided, it may be configured to light up during the special zone and in a game state where the number of game tokens increases (such as a pseudo-bonus state or AT state).

[0072] Furthermore, the medalless gaming machine 1 is equipped with a limiter function (hereinafter simply referred to as the limiter) to limit the number of game tokens that a player can acquire, and the conditions for ending the advantageous period are met even when the limiter is activated. For example, the limiter is activated when the difference in the number of tokens (number of tokens paid out - number of tokens inserted) during a single advantageous period reaches the upper limit (for example, +2400 tokens). The advantageous period ends when any of the above-mentioned conditions for ending the advantageous period (such as a reset or the activation of a limiter) are met. In addition to the condition for the limiter to activate when the difference in the number of tokens reaches the upper limit, it is also possible to set the condition for the limiter to activate when the number of games in a single advantageous period (advantageous period games) reaches the upper limit (for example, 4000 games).

[0073] Furthermore, in addition to the limiter function described above, the medalless gaming machine 1 of this embodiment is also equipped with a so-called complete function (also simply called complete) that limits the number of gaming medals actually acquired by the player from the time the medalless gaming machine 1 is powered on until it is shut off. When the net increase in medals from the time the medalless gaming machine 1 is powered on until it is shut off reaches a predetermined number (the complete value of +19,000 medals), the machine is put into a game-stop state where the game cannot be played and subsequent games cannot be played. Therefore, the number of tokens a player can win during the operating hours of a gaming establishment will be limited. Furthermore, even if the net number of tokens won during a single advantageous period is extremely small during the operating hours of the amusement parlor, and a player is able to acquire a very large number of game tokens before the limiter function activates, the complete function will activate first. This prevents the amusement parlor from incurring significant losses, even if the net number of tokens won is extremely small.

[0074] [Control of stochastic states] Next, with reference to Figure 6, the control of the probability state in the medalless gaming machine 1 of this embodiment will be described.

[0075] In the medalless gaming machine 1 of this embodiment, when a chance replay is won, the reels are set to stop either the normal symbol combination of "replay-replay-replay" or a specific symbol combination of "replay-replay-bell" (chance combination). The main control device 10 controls the reels to derive the chance combination if a pre-set reel 41 is stopped first when a chance replay is won, and controls the reels to derive the normal symbol combination if any other reel 41 is stopped first. Therefore, even if you win the chance replay role, the chance symbols will not necessarily stop on the reels. In fact, the chance symbols will stop on only a portion of the reels. The probability of the chance symbols stopping is managed by controlling whether or not there is a push-button navigation when you win the chance replay role. In other words, if a chance replay is won and a specific button press navigation is executed that causes a chance symbol to stop, a specific win is achieved. If a chance symbol stops in that game and the specific button press navigation is not executed, the chance symbol will not stop and the symbol combination will stop in the same way as a normal replay. The probability of the chance symbol stopping is controlled by controlling the execution probability of the specific button press navigation in this case.

[0076] Furthermore, the main control device 10 controls the probability of executing a specific button press order navigation when a chance replay role is won by either a low probability state, where the probability is controlled at a low probability (for example, 10%), or a high probability state, where the probability is controlled at a high probability (for example, 30%). Therefore, when the game enters a high-probability state, the probability of a winning combination stopping is higher than in a low-probability state. Furthermore, when a winning combination does stop, as will be explained in more detail later, the probability of receiving a specific bonus increases, which can heighten the player's anticipation. The button press order navigation is determined by the main control unit 10, and is executed on the main display unit 8 by transmitting control information from the main control unit 10 to the sub-control unit 20 instructing it to perform the button press order navigation. Furthermore, just like when a rare role is won, if a chance symbol stops, the probability of receiving a predetermined bonus (a specific bonus) increases, so the stopping of a chance symbol can be considered equivalent to winning a rare role. In other words, if a chance symbol stops after winning a chance replay role, a specific prize is awarded.

[0077] Thus, in this embodiment, in addition to controlling the game state, the probability state related to the chance replay role is also controlled. However, as shown in Figure 6, the main control device 10 controls the game state and the probability state separately. Figure 6 shows a case in this embodiment where, under the control of the main control device 10, the conditions for transitioning to the CZ state are met during normal gameplay, and the conditions for transitioning to the high probability state are also met. As shown in Figure 6, during normal gameplay, if the conditions for transitioning to the CZ state are met (timing t0), such as when a predetermined rare role (e.g., a strong cherry role) is won or when a chance symbol stops, the right to transition to the CZ state is granted. In this embodiment, even if the right to transition to the CZ state is granted, the game state does not immediately transition to the CZ state. Instead, a delay period (timing t0 to t2) of a predetermined number of games (for example, 10 games) is set, during which the normal game state continues. During the delay period, predetermined effects (such as premonition effects) related to the transition to the CZ state are performed, and in the final game of the delay period, a start effect is performed to announce that the CZ state has begun.

[0078] After that, the game state will transition to the CZ state, which will continue for a predetermined number of games (timing t2 to t4). During each game in this state, a lottery will be held to determine whether the player will transition to a pseudo-bonus state, and predetermined effects will be executed. For example, during games 1 to 9, an effect will be executed to indicate that the player is in the CZ state, and on the 10th game, a result notification game will be held to announce the result of the lottery for transitioning to a pseudo-bonus state. Furthermore, if the player wins the lottery for transitioning to the pseudo-bonus state while in the CZ state, the game state will transition to the pseudo-bonus state after the CZ state ends. If the player does not win the lottery for transitioning to the pseudo-bonus state, the game state will transition to the normal game state after the CZ state ends.

[0079] Furthermore, the main control device 10 also controls the probability state in parallel with the control of the game state. For example, in the game two games before the start of the CZ state during the delay period (timing t1), if the conditions for transitioning to the high probability state are met with a predetermined probability of winning the watermelon role, the probability state will transition from the low probability state to the high probability state, and the high probability state will continue for a predetermined number of games thereafter (timing t1 to t3). The high-probability state will continue for, for example, 10 games, after which it will transition to a low-probability state (normal probability state). Furthermore, the duration of the high-probability state may be less than 10 games. Alternatively, it may continue unconditionally for 10 games, and from the 11th game onward, a lottery may be held to determine the end of the high-probability state for each game, ending the state (transitioning to the low-probability state) if the lottery is won. Furthermore, in this embodiment, although the details will be described later, there are three types of high-probability states corresponding to chance replay roles A, B, and C, and the main display unit 8 displays notifications for each high-probability state.

[0080] Thus, since the main control device 10 controls the game state and the probability state separately, the game state becomes the normal game state during the predetermined period in the first half of the high probability state (timing t1~t2), and the game state becomes the CZ state during the predetermined period in the second half of the high probability state (timing t2~t3), resulting in a change in the game state during the high probability state. Therefore, the probability of a chance symbol appearing increases upon transitioning to a high-probability state. If a chance symbol appears during the predetermined period in the first half of the high-probability state (timing t1-t2), a lottery for transitioning to the CZ state will be conducted. If a chance symbol appears during the predetermined period in the second half of the high-probability state (timing t2-t3), a lottery for transitioning to a pseudo-bonus state will be conducted. In other words, the probability of receiving a bonus increases when a chance symbol stops, but during the high-probability state, the target of the bonus granted when a chance symbol stops changes from the CZ state to the pseudo-bonus state. In this embodiment, if the player has already been granted the right to transition to the CZ state, and wins the CZ state transition lottery again, the right to transition to the CZ state will be stored (stocked), and when a new CZ state becomes possible, such as after the end of the first CZ state, the stored CZ state will be started.

[0081] Furthermore, when the game state transitions to the CZ state, during the first predetermined period (timing t2~t3), the probability of chance symbols appearing increases because the game has entered a high-probability state. During the second predetermined period (timing t3~t4), the high-probability state ends, so the probability of chance symbols appearing decreases (returning to the normal appearance rate). Thus, the probability of chance symbols appearing changes during the CZ state. Thus, in this embodiment, the game state and the probability state are controlled individually. As a result, the period during which the CZ state and the high probability state overlap (the period during which they are controlled in parallel) changes depending on the timing of the transition between the game state and the probability state. This change in the overlap period can lead to changes in the targets for the prize draw, or changes in the probability of the chance symbols that trigger the draw stopping, resulting in a diverse and exciting game experience.

[0082] Although not shown in the diagram, even during pseudo-bonus states or AT states, if the conditions for transitioning to a high-probability state are met, the player will transition to a high-probability state for a predetermined period, similar to the above. However, even during pseudo-bonus states or AT states, the probability of receiving a bonus will change due to the change in the probability state. Furthermore, if the game state transitions from the CZ state to the pseudo-bonus state while in a high-probability state, or if the game state transitions from the pseudo-bonus state to the AT state while in a high-probability state, the target of the benefits granted during the high-probability state will also change. Additionally, the right to transition to the CZ state is granted when the number of games played reaches the ceiling game count, but in this case, the pre-announcement period before reaching the ceiling game count becomes the aforementioned delay period.

[0083] [Chance Replay Role] Next, with reference to Figures 7 to 10, the chance replay role in the medalless gaming machine 1 of this embodiment will be described in detail.

[0084] In this embodiment, as described above, a chance replay role is provided as a role that enables the stopping of a chance combination. There are three types of chance replay symbols: chance replay symbol A, chance replay symbol B, and chance replay symbol C, and each can be won with the same probability under the control of the main control device 10. In other words, the main control device 10, as a lottery means, is capable of drawing multiple specific roles: Chance Replay role A, Chance Replay role B, and Chance Replay role C. Furthermore, each chance replay symbol has a specific button sequence pre-set, similar to the button sequence bell symbol. In the game in which a chance replay symbol is won, if the stop button 5 is operated in the specific sequence (when reel 41 is stopped), the symbol combination "Replay-Replay-Bell" (chance symbol) will stop. If the stop button 5 is operated in any other sequence (when reel 41 is stopped), the symbol combination "Replay-Replay-Replay," that is, the same symbol combination as when a normal replay is won (replay symbol), will stop. Unlike when winning a chance replay, the specific button press sequence for a chance replay is such that a chance symbol will stop only if the first stop button 5 (the first reel to stop, 41) matches. Therefore, as long as the first stop button 5 matches, a chance symbol will stop regardless of the type of stop button 5 used for the second and third stops.

[0085] Furthermore, when a chance replay is won and the stop button 5 is operated in a specific order, a chance symbol will stop. In this embodiment, when a chance symbol stops, a lottery for awarding a specific bonus is conducted on the condition that a specific order of button presses is executed. Therefore, when a chance replay is won and a specific order of button presses is executed and a chance symbol stops, a specific prize is awarded. Furthermore, even if a specific button-pressing sequence is executed when a chance replay is won but the chance symbol does not stop, the specific prize can still be awarded. In this way, even if an error occurs in the game when the specific button-pressing sequence is executed, the specific prize can still be awarded.

[0086] Furthermore, in this embodiment, as shown in Figure 7, the specific button-pressing sequence is set to differ for each type of chance replay role. First, Figure 7(a) shows the relationship between each button press sequence when Chance Replay A is won and the resulting combination of symbols (stopping pattern). As shown in Figure 7(a), if the chance replay role A is won, the chance symbol will stop if the left stop button 5a is operated first in the game (left 1st) and the left reel 41a is stopped, the replay symbol will stop if the middle stop button 5b is operated first in the game (middle 1st) and the middle reel 41b is stopped, and the replay symbol will stop if the right stop button 5c is operated first in the game (right 1st) and the right reel 41c is stopped. Therefore, operating the left stop button 5a first corresponds to a specific button press sequence for the chance replay role A. In games where the chance replay role A is won, the chance symbol will only stop if the left stop button 5a is operated first (left 1st) and the left reel 41a is stopped.

[0087] Next, Figure 7(b) shows the relationship between each button press sequence when Chance Replay B is won and the resulting combination of symbols (stopping pattern). As shown in Figure 7(b), if the chance replay symbol B is won, the replay symbol will stop if the left stop button 5a is operated first in the game (left 1st) and the left reel 41a is stopped, the chance symbol will stop if the middle stop button 5b is operated first in the game (middle 1st) and the middle reel 41b is stopped, and the replay symbol will stop if the right stop button 5c is operated first in the game (right 1st) and the right reel 41c is stopped. Therefore, operating the middle stop button 5b first corresponds to a specific button press sequence for the chance replay role B, and in games where the chance replay role B is won, the chance symbol will only stop if the middle stop button 5b is operated first (middle 1st) and the middle reel 41b is stopped.

[0088] Next, Figure 7(c) shows the relationship between each button press sequence when Chance Replay C is won and the resulting combination of symbols (stopping pattern). As shown in Figure 7(c), if the chance replay symbol C is won, the replay symbol will stop if the left stop button 5a is operated first in the game (left 1st) and the left reel 41a is stopped, the replay symbol will stop if the middle stop button 5b is operated first in the game (middle 1st) and the middle reel 41b is stopped, and the chance symbol will stop if the right stop button 5c is operated first in the game (right 1st) and the right reel 41c is stopped. Therefore, operating the right stop button 5c first corresponds to a specific button press sequence that matches the chance replay role C. In games where the chance replay role C is won, the chance symbol will only stop if the right stop button 5c is operated first (right 1st) and the right reel 41c is stopped.

[0089] Next, referring to Figure 8, we will explain the execution of the button press order navigation when a chance replay is won. As mentioned above, in this embodiment, each chance replay symbol has a corresponding specific button press sequence. However, in order to manage the probability that a chance symbol will stop when each chance replay symbol is won, the main control device 10 executes a button press navigation (specific button press navigation) that instructs the user to press a specific button in a predetermined probability when each chance replay symbol is won. Furthermore, the system includes a low-probability state where the probability of executing a specific button press sequence is controlled at a predetermined probability, and a high-probability state where it is controlled at a probability higher than the predetermined probability. Therefore, the probability of executing a specific button press sequence when a chance replay is won is higher in the high-probability state than in the low-probability state, and as a result, the probability of a chance symbol stopping is higher.

[0090] Figure 8 shows the probability that a specific button press sequence will be executed when a chance replay role is won, as controlled by the main control unit 10. Furthermore, the main control unit 10 controls the probability state individually for each chance replay role. Therefore, it is possible that one of the chance replay roles may be controlled to a high probability state, or that all of the chance replay roles may be controlled to a high probability state simultaneously.

[0091] First, Figure 8(a) shows the probability that a specific button press sequence will be executed when the Chance Replay role A is won. When Chance Replay A is triggered, a specific push-button navigation (Left 1st Navigation) is set to instruct the player to first stop the left stop button 5a (stop the left reel 41a first). However, if Chance Replay A is triggered during a low probability state, the specific push-button navigation will not be executed with a 90% probability and will be executed with a 10% probability. If Chance Replay A is triggered during a high probability state (High Probability State A), the specific push-button navigation will not be executed with a 70% probability and will be executed with a 30% probability.

[0092] Similarly, as shown in Figure 8(b), for the chance replay role B, in which a push-button navigation instructing the player to first stop the middle stop button 5b (stopping the middle reel 41b first) is set as a specific push-button navigation (middle 1st navigation), the system is controlled so that the specific push-button navigation is executed with a probability of 10% during low probability states and with a probability of 30% during high probability states (high probability state B). Similarly, as shown in Figure 8(c), for the chance replay role C, in which a push-button navigation instructing the player to first stop the right stop button 5c (stopping the right reel 41c first) is set as a specific push-button navigation (right 1st navigation), the system is controlled so that the specific push-button navigation is executed with a probability of 10% during low probability states and with a probability of 30% during high probability states (high probability state C).

[0093] In this way, when a chance replay is won, a specific button-pressing sequence is executed with a predetermined probability, causing the chance symbols to stop. Furthermore, the probability of a specific button press sequence being executed is higher in a high-probability state than in a low-probability state. As a result, the probability of a winning combination stopping on a winning combination is higher in a high-probability state than in a low-probability state, and consequently, the likelihood of receiving a bonus increases.

[0094] As described above, since the main control unit 10 controls the chance replay role, the main control unit 10 is equipped with a specific winning control means that, in a game where the lottery result by the lottery means (main control unit 10) is a win for a specific role (chance replay role), the main control unit 10 is equipped with a specific winning control means that can execute control to induce a specific winning combination (stop the chance symbol) when a predetermined operating means among the multiple operating means (stop buttons 5a to 5c) is operated first. Furthermore, the main control device 10, which acts as a specific prize control means, enables the execution of a specific prize on the condition that one of the multiple operating means pre-set for each of the multiple specific roles is operated first.

[0095] Furthermore, if a chance replay is won in a game, and the navigation lottery is also won, executing a specific button press sequence will cause the reels to stop on a chance symbol as a result of that game. In other words, the main control device 10 is equipped with notification control means that can perform specific control (control to execute a specific button press sequence navigation) which notifies the operation patterns of multiple operation means for deriving a specific prize in a game in which the lottery result by the lottery means is a winning of a specific role. Furthermore, the main control unit 10 can be controlled in either a low-probability state in which a specific button press sequence navigation is executed with a predetermined probability, or a high-probability state in which it is executed with a probability higher than the predetermined probability. In other words, the main control device 10, as a notification control means, is equipped with a high-probability state control means that can control the execution probability of a specific control to a high-probability state, which is higher than normal.

[0096] Furthermore, the main control device 10 individually (independently) controls the start and end of each of the high-probability states: state A corresponding to chance replay role A, state B corresponding to chance replay role B, and state C corresponding to chance replay role C. In other words, the main control device 10, as a means for controlling the high-probability state, is capable of controlling each of the multiple specific roles to a high-probability state, and the high-probability state corresponding to each of the multiple specific roles can be controlled individually for each of the multiple specific roles. Therefore, transitioning to a high-probability state can increase the player's expectations, and since each high-probability state is controlled individually, it becomes possible to create a highly engaging game where the transition patterns to high-probability states vary in various ways.

[0097] Furthermore, the probability of a specific button press sequence being executed during the low-probability state and the high-probability state may be any other probability besides those mentioned above, as long as it is higher during the high-probability state than during the low-probability state. Furthermore, the probability of a specific button press sequence being executed may be varied for each type of chance replay role, or the amount by which the probability of a specific button press sequence being executed is increased when a high probability state is reached may be varied for each type of chance replay role. Furthermore, when a chance replay is won, even if a specific button press sequence is not executed, the chance symbol will stop if the stop button 5 is operated in a specific sequence. In this case, the main control unit 10 does not process the game as if the chance symbol had stopped. Furthermore, if the above navigation lottery is unsuccessful when a chance replay is won, a push-button navigation (avoidance push-button navigation) that instructs the player to press the buttons in a way that prevents the chance symbols from stopping may be implemented. In particular, in this embodiment, it is recommended to stop the left reel 41a first during normal gameplay or during the CZ state. Therefore, in games where the chance replay role A is won, there is a high possibility that the chance symbol will stop even if a specific push order navigation is not executed. For example, in games where the chance replay role A is won during normal gameplay, if the navigation lottery is unsuccessful, it is preferable to execute the avoidance push order navigation. Alternatively, a common chance replay symbol may be provided that stops on a chance symbol regardless of the button press order, so that a chance symbol stops even when a specific button press order navigation is not executed, with a predetermined probability.

[0098] Furthermore, while it is preferable to output predetermined effects and sound effects when a chance symbol stops, it is preferable not to output predetermined effects and sound effects when a chance symbol stops while a specific button press navigation has not been executed. Furthermore, in this embodiment, three types of chance replay symbols are provided, and only the reel 41 to be stopped first as a specific pressing order is defined, resulting in a so-called 3-choice pressing order. However, similar to the pressing order bell symbols, six types of chance replay symbols may be provided, and for each chance replay symbol, only one pressing order out of all the pressing orders for reel 41 may be defined as a specific pressing order, resulting in a so-called 6-choice pressing order. Furthermore, when specific control is performed by the main control unit 10, control information is transmitted from the main control unit 10 to the sub-control unit 20, and a specific button press sequence navigation is executed on the main display unit 8 under the control of the sub-control unit 20. Therefore, the notification control means can also be considered to consist of both the main control unit 10 and the sub-control unit 20.

[0099] Next, with reference to Figure 9, we will explain the control of transitioning to a high-probability state. As described above, in this embodiment, the main control device 10 controls the probability state individually for each chance replay role. Therefore, the transition from a low probability state to a high probability state and the transition from a high probability state to a low probability state for each chance replay role are controlled individually. Furthermore, when the machine is controlled to be in a high-probability state for one type of chance replay symbol, if the conditions for transitioning to a high-probability state for another chance replay symbol are met, the high-probability states for both types of chance replay symbols will be controlled in parallel. In addition, if the conditions for transitioning to a high-probability state for the remaining chance replay symbols are met in that state, the high-probability states for all chance replay symbols will be controlled in parallel. In this embodiment, the main control device 10 performs a transition lottery when the watermelon symbol is won, and if the transition lottery is won, the conditions for transitioning to the high probability state are met. The transition to the high probability state is controlled with the following probabilities.

[0100] First, Figure 9(a) shows the probability of transitioning to a high-probability state when a watermelon symbol is won during a low-probability state, as controlled by the main control device 10. Furthermore, the main control unit 10 performs the above transition lottery by extracting a predetermined random number when a game in which the watermelon role is won is executed. Furthermore, a low-probability state refers to a state where the game is not controlled to a high-probability state for any of the chance replay symbols.

[0101] As shown in Figure 9(a), if a watermelon symbol is won while in a low probability state, there is an 80% chance that the low probability state will be maintained, and a 20% chance that the player will transition to a high probability state for one of the three types of chance replay symbols. In this case, one of the three types of chance replay symbols will be randomly selected (with a probability of 1 / 3), and the game will transition to a high-probability state for that selected chance replay symbol. Therefore, if you win the watermelon role while in a low probability state and also win the transition lottery, the high probability state (High Probability State 1) will be controlled for only one type of chance replay role. If chance replay role A is selected as the target for transitioning to the high probability state, only chance replay role A will be in the high probability state (High Probability State A). If chance replay role B is selected as the target for transition, only chance replay role B will be in the high probability state (High Probability State B). If chance replay role C is selected as the target for transition, only chance replay role C will be in the high probability state (High Probability State C).

[0102] Next, Figure 9(b) shows the probability of transitioning to a high-probability state when a watermelon symbol is won during a high-probability state, as controlled by the main control device 10. Note that "high probability state" refers to a state in which only one of the three types of chance replay symbols is controlled to be in a high probability state.

[0103] As shown in Figure 9(b), if a watermelon symbol is won while in high probability state 1, there is a 70% chance that high probability state 1 will be maintained, and a 30% chance that one of the two types of chance replay symbols that have not yet transitioned to high probability state will be drawn to transition to high probability state. In this case, one of the two types of chance replay symbols that have not yet entered the high-probability state will be randomly selected (with a probability of 1 / 2), and that selected chance replay symbol will be put into the high-probability state. Therefore, if you win the watermelon role while in high probability state 1 and also win the transition lottery, the two types of chance replay roles will be controlled to high probability state (high probability state 2). If chance replay roles A and B are selected as targets for transition to high probability state, then chance replay roles A and B will be in high probability state (high probability state AB). If chance replay roles A and C are selected as targets for transition, then chance replay roles A and C will be in high probability state (high probability state AC). If chance replay roles B and C are selected as targets for transition, then chance replay roles B and C will be in high probability state (high probability state BC). Furthermore, the probability of transitioning from a low-probability state to a high-probability state (20%) is higher (30%) than the probability of transitioning from a high-probability state (1) to a high-probability state (2).

[0104] Next, Figure 9(c) shows the probability of transitioning to the high-probability state when a watermelon symbol is won during the high-probability state, as controlled by the main control device 10. Furthermore, the "high probability state" refers to a state where the game is controlled to have a high probability of winning any two of the three types of chance replay symbols.

[0105] As shown in Figure 9(c), if a watermelon symbol is won while in the high probability state 2, there is a 60% chance of maintaining the high probability state 2, and a 40% chance of transitioning to the high probability state for the remaining one type of chance replay symbol that has not yet transitioned to the high probability state. Therefore, if you win the watermelon symbol while in the high probability state and also win the transition lottery, all chance replay symbols will be controlled to the high probability state (high probability state 3: high probability state A, B, C). Furthermore, the probability of transitioning from high-probability state 2 to high-probability state 3 is higher (40%) than the probability of transitioning from high-probability state 1 to high-probability state 2 (30%).

[0106] As described above, in this embodiment, since each high-probability state (A, B, C) is controlled individually, if the conditions for transitioning to a high-probability state are met while in a low-probability state, only one of the three types of chance replay symbols will be controlled to the high-probability state. If the conditions for transitioning to a high-probability state are met again in this state, two of the three types of chance replay symbols will be controlled to the high-probability state in parallel (overlapping). If the conditions for transitioning to a high-probability state are met again in this state, all of the three types of chance replay symbols will be controlled to the high-probability state in parallel (overlapping). In other words, the main control device 10, as a means for controlling high-probability states, is capable of simultaneously controlling high-probability states corresponding to two or more specific roles out of a plurality of specific roles. Therefore, it becomes possible to create highly engaging gameplay with various changes in the transition patterns to high-probability states, and to further enhance the player's sense of anticipation through the simultaneous control (overlap control) of two or more high-probability states.

[0107] Furthermore, the probability of transitioning to a high-probability state for two types of chance replay symbols (high-probability state 2) while in a low-probability state is lower than the probability of transitioning to a high-probability state for one type of chance replay symbol (high-probability state 1). Also, the probability of transitioning from high-probability state 2 to high-probability state 3 is higher than the probability of transitioning from high-probability state 1 to high-probability state 2. In other words, the main control device 10, as a high-probability state control means, can control the machine to a high-probability state with a predetermined probability based on the fulfillment of predetermined conditions (for example, winning the watermelon role). If the machine is not controlled to a high-probability state, it can control the machine to a high-probability state for a predetermined specific role (for example, chance replay role A) among several specific roles with a first probability (for example, 20%). If the machine is controlled to a high-probability state for a predetermined specific role, it can control the machine to a high-probability state for a different specific role (for example, chance replay role B) with a second probability (for example, 30%) that is higher than the first probability. Therefore, when a player transitions to a high-probability state (for example, high-probability state 1), not only does their expectation of receiving a bonus increase, but their expectation of reaching an even higher-probability state (high-probability state 2 or high-probability state 3) also increases, making it possible to further heighten the player's expectations.

[0108] Furthermore, the termination conditions for any of the high-probability chance replay roles are also controlled individually. For example, if the high-probability state for chance replay role A (high-probability state A) is executed for a predetermined number of games during the 3 high-probability states, and the termination conditions for the high-probability state for chance replay role A are met, then only the high-probability state for chance replay role A will terminate. Furthermore, the transition to the high-probability state may be set to start from the game following the game in which the watermelon symbol is won, or it may be set to start after a predetermined delay period of a certain number of games has elapsed. If a delay period is set, it is preferable to perform a predetermined effect that increases the sense of anticipation during the delay period. Furthermore, separate triggers for transitioning to a high-probability state may be set for each chance replay symbol. For example, when a watermelon symbol is won, the game may transition to a high-probability state for chance replay symbol A with a predetermined probability; when a weak cherry symbol is won, the game may transition to a high-probability state for chance replay symbol B with a predetermined probability; and when a strong cherry symbol is won, the game may transition to a high-probability state for chance replay symbol C with a predetermined probability. Furthermore, during the low probability state, a lottery for transitioning to the 1st high probability state may be conducted when a watermelon symbol is won, during the 1st high probability state, a lottery for transitioning to the 2nd high probability state may be conducted when a weak cherry symbol is won, and during the 2nd high probability state, a lottery for transitioning to the 3rd high probability state may be conducted when a strong cherry symbol is won. In this case, it is preferable to randomly select the target of the high probability state. Furthermore, the probabilities of transitioning to each high-probability state may differ from those described above. For example, the probability of transitioning from a low-probability state to a high-probability state (1) may decrease in the order of high-probability state (2) to high-probability state (3).

[0109] Furthermore, the conditions for transitioning to each high-probability state do not have to be triggered by winning a predetermined rare role. For example, a lottery may be held during a predetermined period in which a predetermined point is awarded each time a predetermined role (e.g., a replay role) is won, and when the total number of these points reaches a predetermined value, the conditions for transitioning to a predetermined high-probability state (e.g., high-probability state A) may be met. Furthermore, the conditions for transitioning to each high-probability state may be set to include the stopping of a chance symbol. In this way, it is possible to increase not only the expectation of receiving a specific bonus, but also the expectation of entering a high-probability state. Furthermore, a special role may be provided in which the combination of symbols "7-7-7" stops when the reverse pressing operation (left → middle → right) is performed, and when the special role is won during a predetermined game state (for example, a pseudo-bonus state), a push-order navigation is executed that instructs the reverse pressing operation at a predetermined probability, thereby stopping the combination of symbols "7-7-7", and fulfilling the conditions for transitioning to a predetermined high-probability state (for example, high-probability state A) by stopping the combination of symbols "7-7-7", or the high-probability state to which the player transitions may be increased each time the combination of symbols "7-7-7" stops. Furthermore, if a specific button sequence is won during a predetermined game state (for example, a normal game state), a so-called button sequence guessing game may be executed in which a specific button sequence corresponding to that button sequence is selected. If the operation is performed according to the specified button sequence and the button sequence is won, the conditions for transitioning to a predetermined high-probability state (for example, high-probability state A) may be met.

[0110] Next, referring to Figure 10, we will explain the control of granting special benefits (specific benefits) when a winning combination stops. As mentioned above, in this embodiment, the main control device 10 conducts a lottery for awarding a bonus when a chance symbol stops when a chance replay role is won, and if the lottery is won, the bonus (a specific bonus) is awarded. Furthermore, the main control unit 10 is configured to change the bonus awarded depending on the game state at the time the winning combination stops.

[0111] Figure 10 shows the probability of a bonus being awarded when a chance symbol stops during each game state, as realized by the control of the main control device 10, and the type of bonus awarded at that time. In addition, the main control unit 10 performs a lottery to determine whether or not to grant a bonus by extracting a predetermined random number during the execution of the game in which a chance replay role is won and a specific push-order navigation is performed. However, it is also possible to extract the predetermined random number at the end of the game in which the chance symbol stops (when the last reel 41 stops). Furthermore, "Chance Symbol Stop" in Figure 10 indicates that a chance symbol will stop when a specific button press sequence is executed, meaning that a specific prize will be awarded.

[0112] First, Figure 10(a) shows the probability of being granted the right to transition to the CZ state when a chance symbol stops during normal gameplay. In other words, if a chance symbol appears during normal gameplay, the right to transition to the CZ (Chance Zone) state is granted as one of the benefits (specific benefits) that will be awarded.

[0113] As shown in Figure 10(a), when a chance symbol stops during normal gameplay, a lottery is held to determine whether to transition to the CZ state. However, when a chance symbol stops after winning the chance replay role A during normal gameplay, a lottery is held to determine whether to transition to the CZ state, with a 70% probability of not winning and a 30% probability of winning. Similarly, if a chance replay symbol B is won during normal gameplay and a chance symbol stops, a lottery is held to determine the transition to a CZ state, with an 80% probability of not winning and a 20% probability of winning. Similarly, if a chance replay symbol C is won during normal gameplay and a chance symbol stops, a lottery is held to determine the transition to a CZ state, with an 80% probability of not winning and a 20% probability of winning. Thus, when a chance symbol stops during normal gameplay, the right to transition to the CZ state is granted with a predetermined probability. The probability of winning the transition lottery changes depending on the type of chance replay symbol that is won at that time, and it is set so that the probability is highest when chance replay symbol A is won. Furthermore, even if the player has already been granted the right to transition to the CZ state during normal gameplay, the same transition lottery as described above will be performed. However, if the player wins the CZ state transition lottery again, multiple CZ state transition rights will be granted, and when the player becomes ready to start the CZ state, the CZ states corresponding to the stored transition rights will be executed.

[0114] Next, Figure 10(b) shows the probability of being granted the right to transition to a pseudo-bonus state when a chance symbol stops during the CZ state. In other words, if a chance symbol stops during the CZ state, the right to transition to a pseudo-bonus state is set as the target of the granted benefit (a specific benefit).

[0115] As shown in Figure 10(b), if a chance symbol stops during the CZ state, a lottery for transitioning to a pseudo-bonus state will be held. If a chance symbol stops after winning the chance replay A during a game in the CZ state, a lottery for transitioning to a pseudo-bonus state will be held with a 50% probability of not winning and a 50% probability of winning. Similarly, if a chance replay symbol B is won during a game in the CZ state and a chance symbol stops, a lottery is held to determine the transition to a pseudo-bonus state, with a 60% chance of not winning and a 40% chance of winning. Similarly, if a chance replay symbol C is won during a game in the CZ state and a chance symbol stops, a lottery is held to determine the transition to a pseudo-bonus state, with a 60% chance of not winning and a 40% chance of winning. Thus, when a chance symbol stops during a game in the CZ state, the right to transition to a pseudo-bonus state is granted with a predetermined probability. The probability of winning the transition lottery changes depending on the type of chance replay symbol that is won at that time, and it is set so that the probability is highest when chance replay symbol A is won. Furthermore, even if the player has already been granted the right to transition to the pseudo-bonus state while in the CZ state, the same transition lottery as described above will be performed. However, if the player wins the pseudo-bonus state transition lottery again, multiple pseudo-bonus state transition rights will be granted, and when the player becomes ready to start the pseudo-bonus state, the pseudo-bonus state will be executed according to the stored transition rights.

[0116] Next, Figure 10(c) shows the probability of being granted the right to transition to the AT state when a chance symbol stops during the pseudo-bonus state. In other words, if a chance symbol stops during the pseudo-bonus state, the right to transition to the AT state is set as the target of the granted benefit (a specific benefit).

[0117] As shown in Figure 10(c), if a chance symbol stops during the pseudo-bonus state, a lottery for transitioning to the AT state will be held. However, if a chance symbol stops after winning the chance replay role A during a game in the pseudo-bonus state, a lottery for transitioning to the AT state will be held with an 80% probability of not winning and a 20% probability of winning. Similarly, in a game during a pseudo-bonus state, if the chance replay role B is won and a chance symbol stops, a lottery for transitioning to an AT state will be held with a 70% probability of not winning and a 30% probability of winning. Similarly, in a game during a pseudo-bonus state, if the chance replay symbol C is won and a chance symbol stops, a lottery for transitioning to an AT state will be held with an 80% probability of not winning and a 20% probability of winning. Thus, when a chance symbol stops during the pseudo-bonus state, the right to transition to the AT state is granted with a predetermined probability. The probability of winning the transition lottery changes depending on the type of chance replay symbol that is won at that time, and it is set so that the probability is highest when chance replay symbol B is won. Furthermore, even if the right to transition to the AT state has already been granted while in the pseudo-bonus state, the same transition lottery as described above will be performed. If the lottery for transitioning to the AT state is won again, a predetermined benefit will be granted, for example, a predetermined number of games will be added to the remaining number of games in the AT state.

[0118] Next, Figure 10(d) shows the probability of being granted the right to transition to a special zone when a chance symbol stops during normal AT mode. In other words, if a chance symbol stops during normal AT mode, the right to transition to a special zone is set as one of the benefits (specific benefits) that will be granted.

[0119] As shown in Figure 10(d), when a chance symbol stops during normal AT mode, a lottery for transitioning to a special zone is held. However, when a chance symbol stops after winning a chance replay A during a game in normal AT mode, a lottery for transitioning to a special zone is held with a 70% probability of not winning and a 30% probability of winning. Similarly, in a game during normal AT mode, if a chance replay B is won and a chance symbol stops, a lottery is held to determine whether to transition to a special zone, with a 70% chance of not winning and a 30% chance of winning. Similarly, in a game during normal AT mode, if the chance replay role C is won and a chance symbol stops, a lottery is held to determine whether to transition to a special zone, with a 60% chance of not winning and a 40% chance of winning. Thus, when a chance symbol stops during a game in normal AT mode, the right to transition to a special zone is granted with a predetermined probability. The probability of winning the transition lottery changes depending on the type of chance replay symbol that is won at that time, and it is set so that the probability is highest when chance replay symbol C is won. Furthermore, even if the player has already been granted the right to transition to a special zone while in normal AT mode, the same transition lottery as described above will be performed. However, if the player wins the special zone transition lottery again, multiple special zone transition rights will be granted, and when the special zone becomes ready to start, the special zones corresponding to the number of transition rights stored will be executed.

[0120] As described above, in each game state, if a chance replay is won and a chance symbol stops, resulting in a specific win, a lottery is held to award a specific bonus, and if the winner of this lottery wins, the specific bonus is awarded. In other words, the main control device 10 is equipped with a reward granting control means that can execute control to grant a specific reward to the player in connection with the derivation of a specific prize. Furthermore, when the main control device 10 grants a specific bonus based on the stopping of a chance symbol, it can change the bonus granted according to the game state at that time. In the normal game state, the bonus is the right to transition to the CZ state; in the CZ state, the bonus is the right to transition to the pseudo-bonus state; in the pseudo-bonus state, the bonus is the right to transition to the AT state; and in the AT state, the bonus is the right to transition to a special zone. Therefore, the benefits granted will vary depending on the state of play, making it possible to enhance the enjoyment of the game. Furthermore, "in relation to the derivation of a specific prize" includes not only "when a specific prize is derived" but also "with a predetermined probability when a specific prize is derived."

[0121] Furthermore, when the main control device 10 grants a bonus (such as the right to transition to the CZ state or the pseudo-bonus state as a specific bonus) during normal gameplay and the CZ state, it grants the bonus with a higher probability when a chance symbol for chance replay role A stops than when a chance symbol for chance replay role B and C stops. When the main control device 10 grants a bonus (the right to transition to the AT state) during the pseudo-bonus state, it grants the bonus with a higher probability when a chance symbol for chance replay role B stops than when a chance symbol for chance replay role A and C stops. When the main control device 10 grants a bonus (the right to transition to a special zone) during the AT state, it grants the bonus with a higher probability when a chance symbol for chance replay role C stops than when a chance symbol for chance replay role A and B stops.

[0122] In other words, the main control device 10, as a means for controlling the granting of special benefits, is capable of executing control to grant special benefits in a first game state (e.g., normal game state) such that the probability of granting special benefits when a specific win is obtained for a second specific win (e.g., chance replay win A) among multiple specific wins (e.g., 30%) is higher than the probability of granting special benefits when a specific win is obtained for a first specific win (e.g., chance replay win B) among multiple specific wins (e.g., 20%). In a second game state (e.g., pseudo-bonus state), it is capable of executing control to grant special benefits in such that the probability of granting special benefits when a specific win is obtained for a first specific win (e.g., chance replay win B) among multiple specific wins (e.g., 30%) is higher than the probability of granting special benefits when a specific win is obtained for a second specific win (e.g., chance replay win A) among multiple specific wins (e.g., 20%). Therefore, the winning combination with the highest expected value changes depending on the type of game state, making it possible to play a highly engaging game where the player's expectations change in various ways.

[0123] Although not shown in the diagram, during the special zone, if a chance symbol stops, a predetermined number of games (for example, 30 games) will always be added regardless of the type of chance replay symbol. However, the probability of adding games and the number of games added may be changed depending on the type of chance replay symbol. Furthermore, the probability of receiving a bonus may be different from those described above. For example, if a specific chance replay combination is won and a chance symbol stops during a specified game state, a bonus may be guaranteed (with 100% probability). Additionally, during a specified game state (for example, normal game state), the probability of receiving only chance replay combination C may be lower than that of chance replay combinations A and B. Similarly, during a specified game state (for example, pseudo-bonus state), the probability of receiving only chance replay combination A may be lower than that of chance replay combinations B and C.

[0124] [Notification of high probability state] Next, with reference to Figures 11 to 13, the notification of the high probability state in the medalless gaming machine 1 of this embodiment will be explained. In the medalless gaming machine 1 of this embodiment, as described above, it is possible to control 1 high probability states (high probability state A, high probability state B, or high probability state C), 2 high probability states (high probability state AB, high probability state AC, or high probability state BC), and 3 high probability states (high probability state ABC). The sub-control device 20, which is a display control means, is capable of issuing notifications related to each high probability state on the main performance display 8, which is a display means, based on the control information from the main control device 10.

[0125] Refer to Figure 11 to explain the notifications related to each high-probability state. First, Figure 11(a) shows the display image on the main display unit 8 when, for example, during normal gameplay, the system is controlled to high probability state A, which corresponds to chance replay role A. As shown in Figure 11(a), during normal gameplay, a normal gameplay image 30, which indicates that the gameplay state is normal, is displayed on the main part of the screen of the main display unit 8. The image 30 of the normal gameplay state can be a still image or a video, as long as it allows the player to recognize that the game is in the normal gameplay state.

[0126] Furthermore, if the game is controlled to high probability state A during normal gameplay, the left background image 31a is displayed on the main display unit 8, as shown in the figure, with the background image changed to separate approximately 1 / 3 of the left side of the screen from the rest of the screen (approximately 2 / 3 of the right side). For example, while the background images of other areas are predominantly white, the left background image 31a is displayed predominantly blue. In other words, high-probability state A corresponds to chance replay role A, which requires stopping the left reel 41a first in a specific button press sequence. Therefore, the left 1 / 3 of the screen is changed to a different background depending on the left-right position of the left reel 41a or the left stop button 5a. Therefore, if you win the chance replay role A and win the navigation lottery, a push order navigation image 32 (illustrated as "1·―·―") will be displayed, instructing you to stop the left reel 41a first, as shown in the figure. At this time, the left push order navigation image 32a will be located within the area of ​​the left background image 31a, and you will be notified that there is a high probability that a chance combination that can be derived by stopping the left reel 41a first will stop. This allows players to reliably recognize that they are in high-probability state A, and if a specific button-pressing sequence is performed during high-probability state A, they can reliably recognize that the first stop button 5 to be operated is the left stop button 5a, thus preventing errors and other mistakes.

[0127] Next, Figure 11(b) shows the display image on the main display unit 8 when, for example, during normal gameplay, the system is controlled to high probability state B, which corresponds to chance replay role B. As shown in Figure 11(b), during normal gameplay, if the game is controlled to high probability state B as a high probability state, in addition to the normal gameplay image 30, a background image 31b is displayed on the main display unit 8, as shown in the figure, in which the background image is changed to separate approximately 1 / 3 of the central area in the left-right direction from the other areas (approximately 1 / 3 of the left side and approximately 1 / 3 of the right side). For example, while the background images of other areas are predominantly white, the middle background image 31b is displayed predominantly blue. In other words, high-probability state B corresponds to chance replay role B, which requires stopping the middle reel 41b first in a specific button press sequence. Therefore, the background of approximately one-third of the central area of ​​the screen is changed to a different background depending on the left-right position of the middle reel 41b or the middle stop button 5b. Therefore, if you win the chance replay role B and win the navigation lottery, a push order navigation image 32 (illustrated as "―·1·―") will be displayed, instructing you to stop the middle reel 41b first, as shown in the figure. At this time, the middle push order navigation image 32b will be located within the area of ​​the middle background image 31b, and you will be notified that there is a high probability that a chance combination that can be derived by stopping the middle reel 41b first will stop. This allows players to reliably recognize that they are in high-probability state B, and if a specific button press sequence is executed during high-probability state B, they can reliably recognize that the first stop button 5 to be operated is the middle stop button 5b, thus preventing errors and other mistakes.

[0128] Next, Figure 11(c) shows the display image on the main display unit 8 when, for example, during normal gameplay, the system is controlled to a high-probability state C corresponding to the chance replay role C. As shown in Figure 11(c), when the game is in a normal state and the game is controlled to a high probability state C, in addition to the normal state image 30, a right background image 31c is displayed, which is a modified background image that separates approximately 1 / 3 of the right side of the screen on the main display unit 8 from the rest of the screen (approximately 2 / 3 of the left side), as shown in the figure. For example, while the background images of other areas are predominantly white, the right background image 31c is displayed predominantly blue. In other words, the high-probability state C corresponds to the chance replay role C, which requires stopping the right reel 41c first in a specific button press sequence. Therefore, the rightmost 1 / 3 of the screen is changed to a different background depending on the left-right position of the right reel 41c or the right stop button 5c. Therefore, if you win the chance replay role C and win the navigation lottery, a push order navigation image 32 (illustrated as "―·―·1") will be displayed, instructing you to stop the right reel 41c first, as shown in the figure. At this time, the right push order navigation image 32c will be located within the area of ​​the right background image 31c, and you will be notified that there is a high probability that a chance combination that can be derived by stopping the right reel 41c first will stop. This allows players to reliably recognize that they are in high-probability state C, and if a specific button-pressing sequence is performed during high-probability state C, they can reliably recognize that the first stop button 5 to be operated is the right stop button 5c, thus preventing errors and other mistakes.

[0129] Thus, when controlled to a high probability state, if it is controlled to a high probability state A corresponding to chance replay role A, where the left stop button 5a is pressed first as a specific button press sequence, the left background image 31a is displayed on the left side of the screen corresponding to the left stop button 5a on the main display unit 8 to indicate that it is in a high probability state A. If it is controlled to a high probability state B corresponding to chance replay role B, where the middle stop button 5b is pressed first as a specific button press sequence, the middle background image 31b is displayed on the center of the screen corresponding to the middle stop button 5b on the main display unit 8 to indicate that it is in a high probability state B. If it is controlled to a high probability state C corresponding to chance replay role C, where the right stop button 5c is pressed first as a specific button press sequence, the right background image 31c is displayed on the right side of the screen corresponding to the right stop button 5c on the main display unit 8 to indicate that it is in a high probability state C. In other words, the sub-control device 20, as a display control means, is controlled to a high-probability state (e.g., high-probability state A) for a predetermined specific role (e.g., chance replay role A) among a plurality of specific roles, and is capable of executing control to display an image on the display means that can identify the first stopping operation means (e.g., left stop button 5a) set for that predetermined specific role. Therefore, it becomes possible to reliably notify the player of the high-probability state set in response to the stop button 5 that is pressed first, allowing the player to reliably recognize different types of high-probability states and preventing errors in the order of button presses.

[0130] Although not shown in the diagram, notifications regarding each high-probability state are also provided during game states other than the normal game state, in the same manner as described above. Furthermore, while notifications regarding each high-probability state are provided by dividing a predetermined area on the screen of the main display unit 8, notifications may be provided in other ways as long as the left, center, and right positions can be recognized. For example, each high-probability state may be provided by displaying a predetermined image (such as a character or item) on the left, center, and right sides of the screen of the main display unit 8. Furthermore, notification of each high-probability state may be provided not only by the main performance display 8 but also by the sub-performance display 18, or in addition to notification by the display, corresponding notification may be provided using speakers 9, lamps 11, etc.

[0131] Next, referring to Figure 12, we will explain how the high-probability state is notified when the game state changes during each high-probability state. As mentioned above, in this embodiment, the control of the game state and the control of the probability state are performed separately. Therefore, the game state may change during the high probability state, but in this case, the notification of the high probability state remains the same, and only the notifications related to the game state change.

[0132] For example, as shown in Figure 12(a), if the game is controlled to high probability state B, which corresponds to chance replay role B, as a high probability state during the CZ state, the main display unit 8 will display the background image 31b along with the CZ state image 33, which indicates that the game is in the CZ state. Then, if the game state transitions (changes) to a pseudo-bonus state while remaining in this high-probability state B, as shown in Figure 12(b), the background image 31b will continue to be displayed, the CZ state image 33 will be erased, and a pseudo-bonus state image 34, which indicates that the game is in a pseudo-bonus state, will be displayed on the main display unit 8.

[0133] Thus, even if the game state changes, if the high-probability state continues, only the image related to the change in game state changes, and the image indicating the high-probability state continues to be displayed as is. Therefore, it is possible to prevent the change in image accompanying the change in game state from affecting the player's perception of the high-probability state, and thus prevent misunderstandings about the high-probability state. Although not shown in the diagram, if the game state changes to another state, the notification image related to the high probability state will remain the same and the same image display will be shown as described above.

[0134] Next, referring to Figure 13, we will explain the notifications related to the 2-high probability state and the 3-high probability state. As described above, in this embodiment, if any two of the high-probability states A, B, and C are controlled in parallel, it becomes a 2-high-probability state, and if all of the high-probability states are controlled in parallel, it becomes a 3-high-probability state. In this case, the sub-control device 20 controls the main display unit 8 to provide a different notification than that for the 1-high-probability state.

[0135] First, referring to Figure 13(a), we will explain the case where two high-probability states, high-probability state A and high-probability state B, are controlled in parallel (overlapping). As shown in Figure 13(a), for example, when two high-probability states, High Probability State A and High Probability State B, are controlled in parallel as two high-probability states during normal gameplay, the left-center background image 31d is displayed on the main display unit 8, with the background image changed to separate the left approximately 1 / 3 of the screen and the central approximately 1 / 3 of the screen from the rest of the screen (the right approximately 1 / 3 of the screen). The left-center background image 31d is composed of the left background image 31a plus the center background image 31b, and is, for example, a blue-based image, similar to the left background image 31a and the center background image 31b. Therefore, the notification mode is such that the blue-based background image expands from an area of ​​1 / 3 of the screen to an area of ​​2 / 3.

[0136] In other words, when both high-probability state A, which corresponds to chance replay role A where the left stop button 5a is pressed first in a specific button sequence, and high-probability state B, which corresponds to chance replay role B where the middle stop button 5b is pressed first in a specific button sequence, are in a high-probability state, the left 1 / 3 and the central 1 / 3 of the screen will change to a different background according to the positions of those stop buttons 5. This allows players to reliably recognize that they are in high-probability state AB, which is a high-probability state. Furthermore, if a specific button press sequence is executed during high-probability state AB, players can reliably recognize that the first stop button 5 to be operated is either the left stop button 5a or the middle stop button 5b, thereby preventing errors and other mistakes.

[0137] Next, referring to Figure 13(b), we will explain the case where high-probability state B and high-probability state C are controlled in parallel (overlapping) as two high-probability states. As shown in Figure 13(b), for example, when two high-probability states, High Probability State B and High Probability State C, are controlled in parallel as two high-probability states during normal gameplay, the central 1 / 3 area and the right 1 / 3 area of ​​the main display unit 8 are both separated from the other area (the left 1 / 3 area) by a changed background image, the middle-right background image 31e. The middle-right background image 31e is composed of the middle background image 31b plus the right background image 31c, and is, for example, a blue-based image similar to the middle background image 31b and the right background image 31c. Therefore, the notification mode is such that the blue-based background image expands from an area of ​​1 / 3 of the screen to an area of ​​2 / 3.

[0138] In other words, when both high-probability state B, which corresponds to chance replay role B with the specific button press sequence being to first operate the middle stop button 5b, and high-probability state C, which corresponds to chance replay role C with the specific button press sequence being to first operate the right stop button 5c, are in a high-probability state, the central 1 / 3 and the right 1 / 3 of the screen will change to a different background according to the positions of those stop buttons 5. This allows players to reliably recognize that they are in a high-probability state (BC), and if a specific button press sequence is displayed during the high-probability state (BC), they can reliably recognize that the first stop button to be operated is either the middle stop button 5b or the right stop button 5c, thus preventing errors and other mistakes.

[0139] Next, referring to Figure 13(c), we will explain the case where high-probability state A and high-probability state C are controlled in parallel (overlapping) as two high-probability states. As shown in Figure 13(c), for example, when two high-probability states, High Probability State A and High Probability State C, are controlled in parallel as two high-probability states during normal gameplay, the left background image 31a is displayed in approximately the left 1 / 3 of the screen on the main display unit 8, and at the same time, the right background image 31c is displayed in approximately the right 1 / 3 of the screen.

[0140] In other words, when both high-probability state A, which corresponds to chance replay role A where the left stop button 5a is pressed first in a specific sequence, and high-probability state C, which corresponds to chance replay role C where the right stop button 5c is pressed first in a specific sequence, are in a high-probability state, the left 1 / 3 and right 1 / 3 areas of the screen will change to a different background according to the positions of those stop buttons 5. This allows players to reliably recognize that they are in the high-probability state AC, and if a specific button press sequence is displayed during the high-probability state AC, they can reliably recognize that the first stop button 5 to be operated is either the left stop button 5a or the right stop button 5c, thus preventing errors and other mistakes.

[0141] Next, referring to Figure 13(d), we will explain the case where high-probability states A, B, and C are controlled in parallel (overlapping) as three high-probability states. As shown in Figure 13(d), for example, if three high-probability states, High Probability State A, High Probability State B, and High Probability State C, are being controlled in parallel during normal gameplay, then approximately one-third of the left, one-third of the center, and one-third of the right side of the screen on the main display unit 8 will all be a blue-based background image, and the high-probability state will be indicated across the entire screen.

[0142] In other words, if all of the stop buttons 5 correspond to the high-probability states A, B, and C, the entire screen will be used to indicate the high-probability state, aligning with the positions of all of those stop buttons 5. This allows players to reliably recognize that they are in one of the three high-probability states, A, B, or C. Furthermore, by displaying the high-probability state across the entire screen, it accurately informs players that this is the most advantageous state for them. In addition, since it accurately indicates that all of the specific button press navigations indicate a high-probability state, it is possible to prevent errors such as incorrect operation when executing specific button press navigations.

[0143] Thus, when the game is controlled to be in high-probability state 2 or high-probability state 3, the area that notifies the high-probability state expands compared to high-probability state 1, in accordance with the position of the corresponding stop button 5 (reel 41). This makes it possible to accurately recognize the state even when the high-probability state changes in various ways, and also makes it possible to accurately operate the stop button 5 when a specific push-order navigation is performed. Furthermore, even if the overlapping state of high probability changes (for example, from one high probability state to two high probability states), it becomes possible to execute notifications corresponding to that change without any unnaturalness. Although not shown in the illustration, the same image display will occur if the overlapping state of high probability states changes in other game states. Furthermore, if the game state changes while a predetermined high probability state is overlapping, the notification of the high probability state will continue.

[0144] [Modification 1 of the First Embodiment] Next, with reference to Figure 14, a modified example 1 of the medalless gaming machine 1 of the first embodiment will be described. In this modified example 1, the control of transitions between game states is different from that of the first embodiment described above. In other words, in the aforementioned first embodiment, the AT state is mainly considered the most advantageous game state for the player in terms of acquiring game value. However, in this modified example 1, the pseudo-bonus state is considered the most advantageous game state for the player without providing an AT state, and by making it possible to repeatedly execute this pseudo-bonus state, it is made possible to acquire a large amount of game value. In this modified example 1, only the control of transitions between game states differs from the first embodiment described above. Other aspects, including the control related to the chance replay role and the associated control related to the high probability state, are the same as in the first embodiment described above, so only the differences will be explained.

[0145] Figure 14 is a block diagram showing the transitions in the game state of the medalless gaming machine 1 according to this modified example 1. The gameplay of the medalless gaming machine 1 in this modified example 1 is performed in multiple game states: a normal game state, a CZ state, and a pseudo-bonus state. The main control device 10, which acts as a game state control means, is capable of controlling the transition from one game state to another based on the fulfillment of predetermined transition conditions.

[0146] As shown in Figure 14, in the normal game state, the game state will transition to the CZ state when the conditions for transitioning to the CZ state are met, similar to the first embodiment described above (arrow j in Figure 14). Furthermore, during normal gameplay, as in the first embodiment described above, if the conditions for transitioning to a high-probability state corresponding to each chance replay role are met, the game will be controlled to the corresponding high-probability state. Therefore, the 1st high-probability state, the 2nd high-probability state, and the 3rd high-probability state can also be controlled in the same manner as described above. In the CZ state, as in the first embodiment described above, if the right to transition to the pseudo-bonus state is not granted during the CZ state and a predetermined number of games are played, the game state will transition to the normal game state (arrow k in Figure 14). If the right to transition to the pseudo-bonus state is granted during the CZ state and a predetermined number of games are played, the game state will transition to the pseudo-bonus state (arrow l in Figure 14). Furthermore, it may be possible to grant the right to transition to a pseudo-bonus state during normal gameplay, and if the right to transition to a pseudo-bonus state is granted during normal gameplay, the game may transition directly from normal gameplay to the pseudo-bonus state.

[0147] In the pseudo-bonus state, as in the first embodiment described above, a push-order navigation related to the push-order bell role is executed for a predetermined period of time, and when the termination condition of the pseudo-bonus state is met, the game state transitions to the normal game state (arrow m in Figure 14). However, in this normal game state, the probability state related to a predetermined chance replay role is unconditionally controlled to a high probability state. Then, during normal gameplay controlled to a high-probability state, if a predetermined rare role (for example, a strong cherry role) is won, the right to transition to a pseudo-bonus state is granted at a predetermined probability (for example, a 50% probability), or if a chance replay role is won and a chance symbol stops, at a predetermined probability (for example, a 30% probability), and the gameplay state transitions back to the pseudo-bonus state (arrow n in Figure 14). Therefore, when the game transitions to a pseudo-bonus state, it is controlled to a high-probability state where chance symbols are likely to stop for a predetermined period after the pseudo-bonus state ends. During this high-probability state, each time the right to transition to the pseudo-bonus state is granted, the pseudo-bonus state can be repeatedly executed, making it a so-called ST-type gaming machine.

[0148] After the pseudo-bonus state ends, a high-probability state is basically entered for only one of the three types of chance replay symbols. This high-probability state continues for a predetermined period (for example, 30 games), and if the right to transition to the pseudo-bonus state is not granted during that time, the probability state will transition to a low-probability state while remaining in the normal game state (arrow 0 in Figure 14). The conditions for ending the pseudo-bonus state can be any of the following: when the number of remaining games becomes "0", or when the number of medals that can be obtained becomes "0", etc.

[0149] In this modified example 1, if the probability state is controlled to a high probability state after the pseudo-bonus state ends, for example, when the next game is played after the pseudo-bonus state ends, a selection lottery for the chance replay role is performed, and one of the chance replay roles is selected at a predetermined selection rate (for example, a selection rate of 1 / 3), and the high probability state is controlled only for the selected type of chance replay role. Therefore, after the pseudo-bonus state ends, the game basically returns to a high-probability state.

[0150] Furthermore, the right to transition to the high-probability state can be obtained through means other than those mentioned above. During a game in the pseudo-bonus state, a lottery for transitioning to the high-probability state is held based on the results of the role draw. For example, if the strong cherry role is won, the right to transition to the high-probability state is granted and stored (stocked) at a predetermined probability (for example, a 50% probability). In this case, the right to transition to the high-probability state, which is granted (stocked), is randomly selected from among three types of chance replay symbols. Furthermore, even after the right to transition to a high-probability state has already been stored (stocked), the lottery for transitioning to a high-probability state based on the winning combination as described above will continue to be held. If the player wins the transition lottery again, a randomly selected chance replay combination that does not currently grant the right to transition to a high-probability state will be chosen, and the 2nd high-probability state will be predetermined. The transition lottery will then continue as described above. Therefore, if a right to transition to a high-probability state for any chance replay role is stored (stocked) during the pseudo-bonus state, the stored (stocked) right will be added to the right to transition to a high-probability state that is always granted at the end of the pseudo-bonus state, resulting in the high-probability states being controlled in parallel (overlapping).

[0151] Furthermore, if, during a pseudo-bonus state, high-probability states for three types of chance replay symbols are already stored (stocked), and the player wins the lottery for transitioning to a high-probability state again, or if the pseudo-bonus state ends while high-probability states for three types of chance replay symbols are already stored (stocked), a predetermined number of rights to transition to a high-probability state will not be consumed. In this case, a predetermined benefit may be granted for the unused rights to transition to a high-probability state. For example, the unused rights to transition to a high-probability state may be consumed when a pseudo-bonus state with no stocks is executed in the next instance.

[0152] As described above, in this modified example 1, the main control device 10 is equipped with a specific game state control means that can control the game to a specific game state that is advantageous to the player. The main control device 10 can generate a pseudo-bonus state as a specific game state. After the pseudo-bonus state ends, the main control device 10 can control the game to a high-probability state for a predetermined chance replay role among three types of chance replay roles. If a chance replay role is won and a chance symbol stops during this high-probability state, a lottery is held to determine whether to transition to the pseudo-bonus state. If the player wins this lottery, the game can transition to the pseudo-bonus state again.

[0153] In other words, the main control device 10, as a high-probability state control means, can control the game to enter a high-probability state for a predetermined period (for example, 30 games) after the end of a specific game state (pseudo-bonus state), and the main control device 10, as a bonus granting control means, can control the game to enter a specific game state in relation to the deriving of a specific winning combination during the predetermined period, thereby granting a specific bonus. Therefore, by transitioning to a high-probability state after the pseudo-bonus state ends, the likelihood of the pseudo-bonus state occurring repeatedly increases, which can improve the enjoyment of the game and enhance the player's sense of anticipation. Furthermore, after the pseudo-bonus state ends, a high-probability state may be controlled concurrently (overlapping), which can further enhance the player's sense of anticipation. Furthermore, since it becomes possible to store (stock) the right to transition to a high-probability state even while in a pseudo-bonus state, it is possible to increase the player's sense of anticipation while in a pseudo-bonus state.

[0154] Furthermore, during the high-probability state after the pseudo-bonus state ends, the probability of being granted the right to transition to the pseudo-bonus state when a chance symbol stops can be any of the following: it may be set to the same probability in all high-probability states, or the probability may be changed depending on the type of high-probability state. Furthermore, when a chance symbol stops during the high probability state after the pseudo-bonus state has ended, the probability of being granted the right to transition to the pseudo-bonus state may be changed depending on whether it is the 1st high probability state, the 2nd high probability state, or the 3rd high probability state. For example, the probability of winning the transition lottery may be set to 30% during the 1st high probability state, 40% during the 2nd high probability state, and 50% during the 3rd high probability state. Furthermore, the duration of the pseudo-bonus state can be any, but it may be changed depending on the manner in which the player transitions to the pseudo-bonus state again. For example, if the player transitions from a high probability state to a pseudo-bonus state, the duration may be 30 games; if the player transitions from a high probability state to a pseudo-bonus state, the duration may be 40 games; and if the player transitions from a high probability state to a pseudo-bonus state, the duration may be 50 games. Furthermore, when a stock of high-probability states is granted during a pseudo-bonus state, or when transitioning to a high-probability state occurs upon transitioning to a pseudo-bonus state, the type of high-probability state (A, B, C) is determined randomly. However, the selection rate for choosing the type of high-probability state may be varied. Furthermore, while the system is designed to always switch to one of the high-probability states after the pseudo-bonus state ends, it may also be possible to switch to a high-probability state at a predetermined probability. In this case, if there is no memory (stock) of a high-probability state during the pseudo-bonus state, the system will switch to a low-probability state after the pseudo-bonus state ends.

[0155] [Modification 2 of the First Embodiment] Next, with reference to Figure 15, a modified example 2 of the medalless gaming machine 1 of the first embodiment will be described. In this modified example 2, the benefits (specific benefits) granted based on winning a specific prize are different from those in the first embodiment described above. That is, in the aforementioned first embodiment, for example, a predetermined lottery is conducted based on the fact that the chance symbol stops and a specific winning is established during the CZ state. If one wins this lottery, the right to transition to a pseudo-bonus state is granted as a specific privilege. However, in this second modification example, when one wins the lottery based on the fact that the chance symbol stops and a specific winning is established during the CZ state, the type of specific privilege granted is made to differ according to the probability state at that time. In this second modification example, only the control for granting privileges (specific privileges) is different from that in the aforementioned first embodiment, and the rest is the same as in the aforementioned first embodiment, so only the differences will be described.

[0156] FIG. 15 shows, in this second modification example, the probability of a privilege (specific privilege) being granted when the chance symbol stops during the CZ state, which is realized by the control of the main control device 10, and the type of privilege granted at that time. In the main control device 10, a lottery for whether to grant a privilege is conducted by extracting a predetermined random number during the execution of the game in the winning game of the chance replay role in which a specific push-order navigation is to be executed. However, the predetermined random number may be extracted at the end point of the game when the chance symbol stops (when the last reel 41 stops). Also, "chance symbol stops" in FIG. 15 indicates that the chance symbol stops when a specific push-order navigation is executed, that is, a specific winning is established.

[0157] First, FIG. 15(a) shows the probability of a specific privilege being granted when the chance symbol stops during the low-probability state and the one high-probability state during the CZ state. In this second modification example, when the chance symbol stops during the CZ state, either the right to transition to a pseudo-bonus state (the first specific privilege) or the right to transition to the AT state (the second specific privilege) is set as the target of the specific privilege to be granted.

[0158] As shown in Figure 15(a), during the low probability state and the high probability state in the CZ state, if a chance symbol stops, a lottery for the granting of a bonus will be held. If the chance symbol stops after winning the chance replay A, there is a 70% chance of not winning (no bonus granted), a 30% chance of winning the pseudo-bonus state and being granted the right to transition to the pseudo-bonus state, and a 0% chance of winning the AT state (100% chance of not winning). Similarly, if a chance replay symbol B or a chance replay symbol C is won during the CZ state and a chance symbol stops, a lottery will be held in which there is an 80% chance of not winning (no bonus will be awarded), a 20% chance of winning and being granted the right to transition to the pseudo-bonus state, and a 0% chance of winning the AT state (100% chance of not winning).

[0159] Thus, when a chance symbol stops during the low probability state or the high probability state in the CZ state, the player is granted the right to transition to the pseudo-bonus state with a predetermined probability. The probability of winning the transition lottery changes depending on the type of chance replay symbol won at that time, and it is set so that when chance replay symbol A is won, the probability of being granted the right to transition to the pseudo-bonus state is the highest. Furthermore, if a chance symbol stops during the low probability state or the high probability state within the CZ state, a transition lottery will be conducted in which the right to transition to the AT state will not be granted.

[0160] Next, Figure 15(b) shows the probability of receiving a specific bonus when a chance symbol stops during the high probability state in the CZ state. As shown in Figure 15(b), during the high probability state in the CZ state, if a chance symbol stops, a lottery will be held to award a specific bonus. If the chance symbol stops after winning the chance replay A, there is a 60% chance of not winning (no bonus awarded), a 20% chance of winning the pseudo-bonus state and being granted the right to transition to the pseudo-bonus state, and a 20% chance of winning the AT state and being granted the right to transition to the AT state. Similarly, if a chance replay symbol B or a chance replay symbol C is won during the CZ state and a chance symbol stops, a lottery will be held in which there is a 70% chance of not winning (no bonus will be awarded), a 20% chance of winning the pseudo-bonus state and being granted the right to transition to the pseudo-bonus state, and a 10% chance of winning the AT state and being granted the right to transition to the AT state.

[0161] Thus, when a chance symbol stops during the high probability state in the CZ state, a lottery is held in which the right to transition to the pseudo-bonus state is granted with a predetermined probability, and the right to transition to the AT state is granted with a predetermined probability. The probability of winning the transition lottery changes depending on the type of chance replay symbol that is won at that time, and it is set so that when chance replay symbol A is won, the probability of being granted the right to transition to the AT state is the highest. Furthermore, if a chance symbol stops, regardless of the type of chance replay symbol at that time, the probability of receiving a specific bonus is set to be higher in the 2nd high probability state than in the low probability state or the 1st high probability state. Furthermore, the probability of being granted the right to transition to the AT state is set to be higher when in the 2nd high probability state than when in the low probability state or the 1st high probability state.

[0162] Next, Figure 15(c) shows the probability of receiving a specific bonus when a chance symbol stops during the three high-probability states within the CZ state. As shown in Figure 15(c), during the CZ state, if a chance symbol stops during the 3 high probability state, a lottery will be held to award a specific bonus. If the chance symbol stops after winning the chance replay role A, there is a 40% chance of not winning (no bonus awarded), a 0% chance of winning the pseudo-bonus state (100% chance of not winning), and a 60% chance of winning the AT state and being granted the right to transition to the AT state. Similarly, if a chance replay symbol B or a chance replay symbol C is won during the CZ state and a chance symbol stops, a lottery will be held in which there is a 50% chance of not winning (no bonus awarded), a 0% chance of winning the pseudo-bonus state (100% chance of not winning), and a 50% chance of winning and being granted the right to transition to the AT state.

[0163] Thus, when a chance symbol stops during the high-probability state of the CZ state, the right to transition to the AT state is granted with a predetermined probability. The probability of winning the transition lottery changes depending on the type of chance replay symbol won at that time, and it is set so that the probability of being granted the right to transition to the AT state is highest when chance replay symbol A is won. Furthermore, if a chance symbol stops, regardless of the type of chance replay symbol at that time, the probability of receiving a specific bonus is set to be higher in the 3rd high probability state than in the 2nd high probability state. Furthermore, if a chance symbol stops during the 3 high probability state within the CZ state, the right to transition to the pseudo-bonus state is not granted. Instead, the probability of being granted the right to transition to the AT state, which is more advantageous than the pseudo-bonus state, is higher during the 3 high probability state than during the 2 high probability state.

[0164] As described above, in this modified version 2, the control that grants a specific bonus when a chance symbol stops is changed in each of the low probability state, high probability state 1, high probability state 2, and high probability state 3, and the control is implemented so that the probability of a specific bonus being granted when a chance symbol stops increases in the order of high probability state 1 (or low probability state) → high probability state 2 → high probability state 3. In other words, the main control device 10, as a means for controlling the granting of special benefits, can execute different controls for granting special benefits (for example, the right to transition to a pseudo-bonus state) depending on whether one of a group of special roles is controlled to a high-probability state (1 high-probability state) or whether two or more of the group of special roles are controlled to a high-probability state (2 or 3 high-probability states) in parallel. Therefore, it becomes possible to diversify the ways in which players can transition to a high-probability state, thereby improving the level of interest, and if the high-probability state is controlled in parallel, it becomes possible to increase the player's sense of anticipation.

[0165] Furthermore, the system is designed so that the probability of receiving a bonus is higher in high-probability state 2 than in high-probability state 1, and the probability of receiving a specific bonus is higher in high-probability state 3 than in high-probability state 2. In other words, the main control device 10, as a means for controlling the granting of special benefits, is able to grant special benefits with a higher probability when a special win is achieved when a high-probability state is controlled for two or more special roles out of a group of special roles, compared to when a high-probability state is controlled for only one special role out of a group of special roles. Therefore, it becomes possible to reliably increase the players' expectations, and to implement highly engaging games that gradually raise the players' expectations.

[0166] Furthermore, if a chance symbol stops during a high-probability state and the player wins the bonus lottery, the player is granted the right to transition to a pseudo-bonus state. For example, if a chance symbol stops during a high-probability state and the player wins the bonus lottery, the player is granted the right to transition to an AT state. In other words, the main control device 10, as a means for controlling the granting of benefits, can execute a control to grant the player a first specific benefit (the right to transition to a pseudo-bonus state) in connection with the derivation of a specific winning combination when one of a plurality of specific winning combinations is controlled to be in a high probability state, and can execute a control to grant the player a second specific benefit (the right to transition to an AT state) in connection with the derivation of a specific winning combination when two or more of the plurality of specific winning combinations are controlled to be in a high probability state in parallel. Therefore, the benefits granted will change depending on whether or not the high probability state is repeated, making it possible to play a more interesting game where the player's expectations change in various ways.

[0167] In this modified example 2, the probability of granting a specific bonus when a specific win occurs during the CZ state, and the type of specific bonus to be granted, can be changed according to the probability state at that time. However, the same control as described above for the CZ state may also be performed during normal gameplay. For example, during normal gameplay, the specific bonus to be granted may be set to the right to transition to the CZ state and the right to transition to the pseudo-bonus state, and the granting of the specific bonus may be controlled in the same way as described above according to the probability state at that time. Similarly, the same control as described above for the CZ state may also be performed during the pseudo-bonus state. For example, during the pseudo-bonus state, the specific bonus to be granted may be set to the right to transition to the AT state and the right to transition to the special zone, and the granting of the specific bonus may be controlled in the same way as described above according to the probability state at that time. In other words, one could set the right to transition to the CZ state as the first specific benefit and the right to transition to the pseudo-bonus state as the second specific benefit, or one could set the right to transition to the AT state as the first specific benefit and the right to transition to the special zone as the second specific benefit.

[0168] Furthermore, the characteristic functions in this modified example 2 may also be incorporated into the game state transition control in the modified example 1 of the first embodiment described above. For example, in a game machine that controls the game to one of the high probability states after the end of a pseudo-bonus state, and allows the game to transition back to a pseudo-bonus state based on the stopping of a chance symbol during this high probability state, if the high probability state after the end of the pseudo-bonus state is high probability state 1, the right to transition to a pseudo-bonus state is granted with a predetermined probability; if the high probability state after the end of the pseudo-bonus state is high probability state 2, the right to transition to a pseudo-bonus state is granted with a probability higher than that; and if the high probability state after the end of the pseudo-bonus state is high probability state 3, the right to transition to a pseudo-bonus state is granted with an even higher probability. Furthermore, in Modification 1 of the First Embodiment, since there is no AT state, it is not possible to grant the right to transition to the AT state as a specific benefit. Therefore, when granting a specific benefit when the high probability state after the end of the pseudo-bonus state is high probability state 1, one right to transition to the pseudo-bonus state may be granted. When granting a specific benefit when the high probability state after the end of the pseudo-bonus state is high probability state 2, two right to transition to the pseudo-bonus state may be granted. When granting a specific benefit when the high probability state after the end of the pseudo-bonus state is high probability state 3, three right to transition to the pseudo-bonus state may be granted.

[0169] In other words, in this modified example 2 as well, the main control device 10 as a high-probability state control means can control the game to a high-probability state for a predetermined specific role among a plurality of specific roles for a predetermined period after the end of a specific game state (pseudo-bonus state), and the main control device 10 as a bonus granting control means can control the game to a specific game state in relation to the deriving of a specific winning combination during a predetermined period, as a granting of a specific bonus. Therefore, in this modified example 2 as well, the transition to a high-probability state after the end of the pseudo-bonus state creates the possibility of the pseudo-bonus state occurring repeatedly, which makes it possible to improve the enjoyment of the game and to increase the player's sense of anticipation. In addition, after the pseudo-bonus state ends, there may be a case where the high-probability states are controlled in parallel (overlapped), so it becomes possible to further improve the player's sense of expectation.

[0170] Also, in this second modified example, even when a specific privilege has already been determined to be granted during the CZ state, the same lottery as described above will be executed. However, if the player wins the lottery for the grant of a specific privilege again, when multiple rights to transition to the pseudo-bonus state are granted and the pseudo-bonus state becomes a state where it can be started, the pseudo-bonus state corresponding to the stored transition rights will be executed. In addition, when the transition lottery is conducted in each of the above high-probability states, the trigger roles (chance replay roles that derive chance points) are set to all types of chance replay roles. However, it may also be set to the chance replay roles targeted by the high-probability states. In this case, when the chance points stop based on the winning of a chance replay role that is not targeted by the high-probability state, it is preferable to set the winning probability lower than the winning probability described above. Also, the probability of granting a specific privilege may be other than the above as long as the above tendency can be formed. For example, the probability of granting the right to transition to the AT state during one high-probability state and the probability of granting the right to transition to the pseudo-bonus state during three high-probability states are each "0%", but it may be other than "0%" as long as the above tendency can be formed. In addition, specific privilege grant control that is more advantageous to the player is performed when winning the chance replay role A. However, control that is advantageous to the player may also be performed when winning the chance replay role B or C, or the advantageous chance replay role may be changed according to the type (overlapped state) of the high-probability state. Furthermore, in this modified example 2, the right to transition to the AT state is not granted during the 1 high probability state, while the right to transition to the AT state can be granted during the 2 and 3 high probability states. However, the specific benefits to be granted may be unified under the pseudo-bonus state, and the probability of granting specific benefits may be increased during the 2 and 3 high probability states compared to the 1 high probability state.

[0171] [Modification 3 of the First Embodiment] Next, with reference to Figure 16, a third modified example of the medalless gaming machine 1 of the first embodiment will be described. In this modified example 3, only the differences from the first embodiment described above will be explained.

[0172] In this modified example 3, unlike the first embodiment described above, special replay role A and special replay role B are provided as replay roles that can be drawn by the lottery means, and each can be won with the same probability by the control of the main control device 10. Furthermore, among the multiple symbols on each reel 41, "Red 7" and "Blue 7" are provided as "7" symbols. Furthermore, each special replay combination has a predetermined specific button press sequence, similar to the chance replay combination. In a game where special replay combination A is won, if the middle stop button 5b is pressed first as part of the specific sequence (stopping the middle reel 41b), the symbol combination "Red 7, Red 7, Red 7" (all 7s) will stop. In a game where special replay combination B is won, if the right stop button 5c is pressed first as part of the specific sequence (stopping the right reel 41c), the symbol combination "Blue 7, Blue 7, Blue 7" (all 7s) will stop. If the stop button 5 is pressed in any other sequence (stopping reel 41), the symbol combination "Replay, Replay, Replay" will stop, which is the same symbol combination as when a normal replay is won (replay symbols).

[0173] The specific button press sequence for winning a special replay is set to stop on a sequence of sevens only if the first stop button 5 (the first reel to stop on, 41) matches, similar to when winning a chance replay. Therefore, as long as the first stop button 5 matches, a sequence of sevens will stop regardless of the type of stop button 5 used for the second and third stops. Furthermore, if a special replay combination is won and certain conditions are met, a specific button-pressing navigation will be executed, similar to when a chance replay combination is won. If the reels 41 are stopped according to this navigation, the reels will stop on a sequence of sevens.

[0174] Furthermore, when a special replay is won and stop button 5 is operated in a specific order, the reels will stop on a sequence of sevens. In this modified version 3, when the reels stop on a sequence of sevens, a lottery for a specific bonus is held on the condition that a specific sequence of button presses is performed. Therefore, when a special replay is won and a specific sequence of button presses is performed, resulting in the reels stopping on a sequence of sevens, a specific prize is awarded. Furthermore, even if a specific button-pressing sequence is executed when a special replay is won, but the reels do not stop on a double 7, the specific prize can still be awarded. In this way, even if a player makes a mistake in the operation during a game in which a specific button-pressing sequence is executed, the specific prize can still be awarded.

[0175] In this modified example 3, a special replay role is provided, and the main control device 10 executes a specific button press navigation at a predetermined probability (for example, 5%) when the special replay role is won during a game in AT state. Therefore, during AT mode, there is a predetermined probability that the reels will stop on a sequence of sevens. Furthermore, if any of the sevens stop and a specific prize is achieved, the right to transition to the special zone is always granted (with 100% probability), and the player will transition to the special zone after a predetermined period (or immediately).

[0176] Furthermore, in this modified example 3, similar to the high-probability state related to the chance replay role in the first embodiment described above, the special replay role can also be controlled to a high-probability state. In other words, based on the fulfillment of predetermined conditions during AT mode, a special high-probability state A can be generated, which increases the probability of a specific push-button navigation being executed when a special replay role A is won from the normal probability (for example, 1%) to a higher probability (for example, 5%). Furthermore, based on the fulfillment of predetermined conditions during AT mode, a special high-probability state B can be generated, which increases the probability of a specific push-button navigation being executed when a special replay role B is won from the normal probability (for example, 1%) to a higher probability (for example, 5%). Furthermore, the main control device 10 is capable of individually controlling each of the special high-probability states A and B, and is capable of controlling special high-probability states A and B in parallel (overlapping). Therefore, it is possible to control the system into two types: 1 special high-probability state, where either special high-probability state A or special high-probability state B is controlled to a high-probability state, and 2 special high-probability states, where both special high-probability state A and special high-probability state B are controlled to a high-probability state.

[0177] Figure 16 shows the performance images displayed on the main performance display 8 during the special high probability state, which are executed by the sub-controller 20 based on the control information from the main control unit 10 when the main control unit 10 performs control related to special high probability state A and special high probability state B. First, as shown in Figure 16(a), when the AT state is controlled to a special high probability state A as a high probability state, a special background image 36b is displayed on the main display unit 8, as shown in the figure, which is a background image that changes to separate the central 1 / 3 area of ​​the screen from the other areas (the left 1 / 3 area and the right 1 / 3 area), along with an AT state image 35 indicating that the AT state is in progress. For example, the special background image 36b is displayed with a red base color, in contrast to the background images of the other areas, which are based on white. In other words, special high-probability state A corresponds to special replay role A, which requires stopping the middle reel 41b first in a specific sequence of button presses. Therefore, the background of approximately 1 / 3 of the central area of ​​the screen is changed to a different background to match the left and right position of the middle reel 41b. This allows players to reliably recognize that they are in special high-probability state A, and if a specific button press sequence is executed during special high-probability state A, they can reliably recognize that the first stop button 5 to be operated is the middle stop button 5b, thus preventing errors and other mistakes.

[0178] Next, in Figure 16(b), when the AT state is controlled to a special high probability state B as a high probability state, a special right background image 36c is displayed, as shown in the figure, which is a background image that changes to separate the right approximately 1 / 3 of the screen on the main display unit 8 from the other areas (the left approximately 1 / 3 and the central approximately 1 / 3), along with an AT state image 35 indicating that the AT state is in progress. For example, the special background image 36c on the right is displayed as an image with a red base color, similar to the special background image 36b in the middle. In other words, special high-probability state B corresponds to special replay role B, which requires stopping the right reel 41c first in a specific sequence of button presses. Therefore, the rightmost 1 / 3 of the screen changes to a different background to match the left-right position of the right reel 41c. This allows players to reliably recognize that they are in special high-probability state B, and if a specific button press sequence is executed during special high-probability state B, they can reliably recognize that the first stop button 5 to be operated is the right stop button 5c, thus preventing errors and other mistakes.

[0179] Next, in Figure 16(c), when two high-probability states, Special High-Probability State A and Special High-Probability State B, are controlled in parallel as two high-probability states, a special background image 36e is displayed on the main display unit 8, as shown in the figure. This special background image 36e, in which the background image changes to separate approximately 1 / 3 of the central area and approximately 1 / 3 of the right side of the screen from the rest of the area (approximately 1 / 3 of the left side), is displayed together with the AT state image 35 indicating that the AT state is in progress. For example, the center-right special background image 36e is an image in which the red-based right special background image 36c and the center special background image 36b are displayed simultaneously. In other words, special high probability state A corresponds to special replay role A, which requires stopping the middle reel 41b first in a specific button press sequence. Therefore, the background of approximately 1 / 3 of the central area of ​​the screen is changed to a different background to match the left-right position of the middle reel 41b. Furthermore, special high probability state B corresponds to special replay role B, which requires stopping the right reel 41c first in a specific button press sequence. Therefore, the background of approximately 1 / 3 of the right side of the screen is changed to a different background to match the left-right position of the right reel 41c. This allows the player to reliably recognize that both Special High Probability State A and Special High Probability State B are high-probability states, and if a specific button press navigation is performed during Special High Probability State A, the player can reliably recognize that the first stop button 5 to be operated is the middle stop button 5b. Furthermore, if a specific button press navigation is performed during Special High Probability State B, the player can reliably recognize that the first stop button 5 to be operated is the right stop button 5c, thus preventing errors and other mistakes.

[0180] Furthermore, during the AT state, if a special replay role is won and the navigation lottery is won, a specific corresponding button press sequence navigation will be executed. Subsequently, by operating stop button 5 according to a specific push-order navigation, any of the sevens will stop, resulting in a specific win and the granting of a specific bonus. In this modified example 3, if either "Red 7, Red 7, Red 7" or "Blue 7, Blue 7, Blue 7" stops during the low probability state or special high probability state 1, a special zone with a duration of 10 games is generated, for example. If either "Red 7, Red 7, Red 7" or "Blue 7, Blue 7, Blue 7" stops during special high probability state 2, a special zone with a duration of 20 games is generated, for example. In other words, depending on the probability state when a specific prize is won, it becomes possible to generate special zones with different durations as specific benefits to be granted.

[0181] As described above, in this modified version 3, if a special replay role is won while in AT state, a specific button press navigation can be executed, and if the number 7 stops as a result of executing the specific button press navigation and a specific win is achieved, a special zone can be generated as a specific bonus. Furthermore, the probability of a specific button-press navigation being executed when a special replay role is won during AT mode can be controlled in either a low-probability state, which is controlled at the normal probability, or a special high-probability state, which is controlled at a higher probability than the normal probability.

[0182] Furthermore, if a specific win occurs during AT mode, a special zone with a duration of 10 games will be generated if the state at that time is low probability or special high probability state 1, and a special zone with a duration of 20 games will be generated if the state at that time is special high probability state 2. This makes it possible to change the specific bonus granted according to the probability state at that time. In other words, the main control device 10, as a means of controlling the granting of special benefits, is able to execute a control that grants the player a first special benefit (a special zone with a duration of 10 games) in connection with the derivation of a specific winning combination when one of several specific winning combinations (special replay combinations) is controlled to be in a high probability state (case of 1 special high probability state), and when two or more of several specific winning combinations are controlled to be in a high probability state in parallel (case of 2 special high probability states), it grants the player a second special benefit (a special zone with a duration of 20 games) in connection with the derivation of a specific winning combination. Therefore, the specific benefits granted will change depending on whether or not the high-probability state is repeated, making it possible to play a more interesting game where the player's expectations change in various ways.

[0183] Furthermore, when a specific button press sequence is executed while in AT mode, it is preferable to display text information such as "Align the red 7s" or "Align the blue 7s," or images resembling "red 7s" or "blue 7s," along with the navigation image. Furthermore, the probability of transitioning to each special high-probability state may be any, the transition probability may differ for each special replay role, and the winning trigger role that triggers the transition lottery may be any. Additionally, the probability of a specific button-pressing sequence being executed may be varied depending on the type of special replay role.

[0184] <Second Embodiment> Next, a second embodiment of the gaming machine according to the present invention will be described with reference to Figures 17 to 25. In the medalless gaming machine 1 of the second embodiment, the control related to the CZ state is different from that of the first embodiment described above. Therefore, in the second embodiment, only the differences from the first embodiment described above will be explained.

[0185] First, referring to the timing chart in Figure 17, the control of the game state in the medalless gaming machine 1 of the second embodiment will be explained. In the medalless gaming machine 1 of the second embodiment, the main control device 10 is capable of controlling any of the following game states: normal game state, CZ state, pseudo bonus state, or AT state, similar to the first embodiment described above. Furthermore, similar to the first embodiment described above, it is possible to perform lottery control related to chance replay roles A, B, and C as replay roles, and control related to the stopping of chance symbols.

[0186] Figure 17 shows a case in this embodiment where the conditions for transitioning to the CZ state are met during normal gameplay, controlled by the main control device 10. As shown in Figure 17, during normal gameplay, if the conditions for transitioning to the CZ state are met (timing t5), such as winning the lottery for transitioning to the CZ state which is executed when a predetermined rare role (e.g., a strong cherry role) is won, the right to transition to the CZ state will be granted. In this embodiment, even if the right to transition to the CZ state is granted, the game state does not immediately transition to the CZ state. Instead, a delay period (timing t5~t7) of a predetermined number of games (for example, 10 games) is set, during which the normal game state continues. During the delay period, predetermined effects (such as premonition effects) related to the transition to the CZ state are performed, and in the final game of the delay period, a start effect is performed to announce that the CZ state has begun.

[0187] Furthermore, in this embodiment, even during the delay period, the transition lottery to the CZ state can continue in the same manner as described above. For example, if the transition conditions to the CZ state are met (timing t6), such as when a predetermined rare role (e.g., a strong cherry role) is won and the transition lottery to the CZ state is won, the right to transition to the CZ state will be granted again. In other words, during the delay period, multiple CZ state transition rights will be stored, consisting of the already granted CZ state transition rights and the newly granted CZ state transition rights. Similarly, a delay period is set for newly granted CZ state transition rights, and the CZ state corresponding to those CZ state transition rights will commence after a predetermined period has elapsed since the granting of the CZ state transition rights.

[0188] When multiple CZ state transition rights are stored and the game progresses, the delay period for the first stored CZ state transition right ends first, and once this delay period ends, the game state transitions to the CZ state (timing t7). At this point, the delay period for the transition rights of the CZ state that were stored later has not yet ended. Therefore, until the delay period for the transition rights of the CZ state that were stored later ends (timing t7~t8), the game will be controlled to the normal CZ state, just like a normal CZ state.

[0189] Normally, if the game progresses while the game is controlled in the CZ state, the delay period for the transition rights of the CZ states that were stored later will end. From this point (timing t8), the CZ state for the transition rights of the CZ states that were stored first and the CZ state for the transition rights of the CZ states that were stored later will be controlled in parallel (overlapped). Therefore, during the period (timing t8~t9) when the CZ state for the transition rights of the initially stored CZ state and the CZ state for the transition rights of the later stored CZ state overlap, a duplicate CZ state is created, and a different lottery is conducted than in the normal CZ state.

[0190] If the game progresses while the game is controlled to be in a duplicate CZ state, the duration of the CZ state for the CZ state transition rights that was first stored (10 games from timing t7 to t9) will end. From this point (timing t9), with the end of the CZ state for the CZ state transition rights that was first stored, the game will be controlled to be in a normal CZ state for only the CZ state transition rights that were stored later, and the normal CZ state will continue until the duration of the CZ state for the CZ state transition rights that were stored later (10 games from timing t8 to t10) ends (timing t9 to t10). Because control related to the CZ state is performed in this way, the period during which only the CZ state corresponding to the transition rights of the initially stored CZ state is valid (timing t7~t8) is the normal CZ state, the period during which both CZ states corresponding to the transition rights of the two CZ states are valid (timing t8~t9) is the overlapping CZ state, and the period during which only the CZ state corresponding to the transition rights of the later stored CZ state is valid (timing t9~t10) is the normal CZ state, thus forming the overall duration of the CZ state (timing t7~t10).

[0191] In the medalless gaming machine 1 of the second embodiment, the main control device 10 changes the type of benefit to be granted depending on the overlapping nature of the CZ state (whether or not it is overlapping), and during the normal CZ state, it conducts a lottery to grant the right to transition to the pseudo-bonus state, and during the overlapping CZ state, it conducts a lottery to grant the right to transition to the AT state. Therefore, if you win the lottery for a specific bonus during the normal CZ state, the game state will become a pseudo-bonus state from the moment the CZ state ends (timing t10). If you win the lottery for a specific bonus during the overlapping CZ state, the game state will become an AT state from the moment the CZ state ends (timing t10). If you do not win either transition lottery, the game state will become a normal game state from the moment the CZ state ends (timing t10). Furthermore, the lottery for granting specific benefits during each CZ state is conducted in the same manner as in the first embodiment described above, with the target of granting specific benefits being the right to transition to a pseudo-bonus state during a normal CZ state, and the target of granting specific benefits being the right to transition to an AT state during a duplicate CZ state.

[0192] Furthermore, during the CZ state, the main display unit 8 will execute a performance to notify the type of CZ state, and a predetermined performance corresponding to the lottery for granting a specific bonus will also be executed on the main display unit 8. In addition, in the final game of the CZ state, a result notification game will be held to notify the result of the lottery for granting a specific bonus, and the success or failure of the lottery will be announced at the end. Furthermore, in the second embodiment, the control of each high-probability state associated with each chance replay role is also carried out in the same manner as in the first embodiment described above. When a predetermined high-probability state is reached in both the normal CZ state and the overlapping CZ state, a lottery is held to award specific benefits that are advantageous to the player. Furthermore, if you win the lottery for transitioning to the pseudo-bonus state multiple times, or if you win the lottery for transitioning to the AT state multiple times, those transition rights will be stored (stockpiled), and when the pseudo-bonus state or AT state becomes available, the stored transition rights will be used up. Furthermore, for example, if the player wins the CZ state transition lottery again during the period after winning the CZ state transition lottery again during the delay period (timing t6~t7), a delay period will be set in the same way as above, and the player will transition to the CZ state at the end of that delay period. If the player was in the normal CZ state at that time, they will become in the overlapping CZ state, and if they were in the overlapping CZ state at that time, the overlapping CZ state will continue. Furthermore, there are two types of overlapping CZ states: one where two CZ states overlap (one overlapping CZ state) and one where three or more CZ states overlap (for example, two overlapping CZ states). Regardless of the number of overlaps, they are all referred to as overlapping CZ states.

[0193] Next, with reference to the flowchart in Figure 18, the CZ state lottery process executed by the main control device 10 in the medalless gaming machine 1 of the second embodiment will be described. As mentioned above, during normal gameplay, a transition lottery is conducted to determine the transition to the CZ state. Figure 18 shows a flowchart of the CZ state lottery process that performs the transition lottery. The CZ state selection process can be executed during any of the processes shown in the flowchart in Figure 4.

[0194] When the CZ state lottery process is executed, first, in step S1, it is determined whether or not the player is in a normal game state. If the game is in the normal game state at that time, the process proceeds to step S2; otherwise, the CZ state lottery process ends.

[0195] Next, in step S2, it is determined whether or not a winning combination has been obtained that triggers a transition to the CZ state. For example, it will determine whether or not a specific rare role (strong cherry role) has been won, or whether or not a chance symbol stopped when a chance replay role was won. Next, in step S3, the process for determining the transition to the CZ state is performed. In the process of determining the transition to the CZ state, the random value extracted during the game in which the trigger role was won is compared with the winning value to make a determination. Then, in step S4, if the extracted random number matches the winning value, the process proceeds to step S5. If the extracted random number does not match the winning value, the CZ state lottery process ends.

[0196] Next, in step S5, the process of storing the transition rights of the CZ state in the storage unit is performed. Next, in step S6, a process is performed to set the start delay period for the CZ state. Therefore, a delay period (for example, 10 games) will be set for the right to transition to the current CZ state. After that, the process for determining the CZ state ends. Furthermore, even after the right to transition to the CZ state is stored, the CZ state lottery process continues to run, and as mentioned above, multiple CZ state transition rights can be stored.

[0197] As described above, in the second embodiment, a lottery is held to determine the granting of the right to transition to the CZ state. Furthermore, if the right to transition to the CZ state is granted, a delay period is set, allowing various effects to be implemented during this delay period to heighten the player's anticipation. Furthermore, since the lottery for granting the right to transition to the CZ state is conducted even during the delay period, it becomes possible to store multiple CZ state transition rights, making it possible to generate not only the normal CZ state but also overlapping CZ states, thus enabling gameplay that enhances the player's sense of anticipation.

[0198] Next, referring to the flowchart in Figure 19, the processing performed by the main control device 10 during the CZ state in the medalless gaming machine 1 of the second embodiment will be described. As mentioned above, during the CZ state, a transition lottery is held to grant the right to transition to the pseudo-bonus state, or to grant the right to transition to the AT state. Figure 19 shows a flowchart of the processing during the CZ state in which these transition lotteries are performed. Furthermore, the processing during the CZ state can be executed during any of the processes shown in the flowchart in Figure 4.

[0199] When the CZ state processing is executed, first, in step S7, it is determined whether or not the player is in the CZ state. If the game is currently in a CZ (Chance Zone) state, the process proceeds to step S8; otherwise, the CZ state processing ends.

[0200] Next, in step S8, it is determined whether or not the game is in an overlapping CZ state (overlapping CZ state). If the CZ state is in an overlapping period (overlapping CZ state), the process proceeds to step S13; otherwise, the process proceeds to step S9.

[0201] If it is determined in step S8 that there is no overlapping period, then in step S9, it is determined whether or not a triggering role for granting the right to transition to the pseudo-bonus state has been won. For example, it will determine whether or not a specific rare role (strong cherry role) has been won, or whether or not a chance symbol stopped when a chance replay role was won. If the trigger for the lottery is won, the process proceeds to step S10. If the trigger for the lottery is not won, the process during this CZ state ends.

[0202] Next, in step S10, a lottery process is performed to determine the transition to the pseudo-bonus state. In the process of determining the transition to the pseudo-bonus state, the random value extracted at the time the triggering role is won is compared with the winning value to make a determination. Then, in step S11, if the extracted random value and the winning value match and the player wins the lottery for transitioning to the pseudo-bonus state, the player proceeds to step S12. If the extracted random value and the winning value do not match and the player does not win the lottery for transitioning to the pseudo-bonus state, the player terminates the process during this CZ state.

[0203] Next, in step S12, a process is performed to store the right to transition to the pseudo-bonus state. Therefore, if the player wins the lottery for transitioning to the pseudo-bonus state, the right to transition to the pseudo-bonus state is granted and stored in the memory unit. After that, the processing during this CZ state will be terminated.

[0204] On the other hand, if it is determined in step S8 that there is an overlapping period, then in step S13, it is determined whether or not a lottery trigger has been won to grant the right to transition to the AT state. For example, it will determine whether or not a specific rare role (strong cherry role) has been won, or whether or not a chance symbol stopped when a chance replay role was won. If the trigger for the lottery is won, the process proceeds to step S14. If the trigger for the lottery is not won, the process in this CZ state ends.

[0205] Next, in step S14, the AT state transition lottery process is performed. In the AT state transition lottery process, the random value extracted during the game execution in which the triggering role was won is compared with the winning value to determine the outcome. Then, in step S15, if the extracted random value and the winning value match and the AT state transition lottery is won, the process proceeds to step S16. If the extracted random value and the winning value do not match and the AT state transition lottery is not won, the process in this CZ state ends.

[0206] Next, in step S16, the process of storing the AT state transition rights is performed. Therefore, if the AT state transition lottery is won, the right to transition to the AT state is granted and stored in the memory unit. After that, the processing during this CZ state will be terminated.

[0207] As described above, in the second embodiment, control related to the granting of specific benefits is performed during the CZ state. Normally, during the CZ state, a transition lottery is held to grant the right to transition to the pseudo-bonus state, and during the overlapping CZ state, a transition lottery is held to grant the right to transition to the AT state. Therefore, it becomes possible to change the specific benefits granted depending on the overlapping patterns of the CZ state (whether or not they overlap), which diversifies the game content, improves the enjoyment of the game, and increases the players' sense of anticipation.

[0208] Next, with reference to Figure 20, we will discuss the selection of the delay period when the right to transition to the CZ state is granted. As described above, in the second embodiment, if the right to transition to the CZ state is granted, a delay period is set, and the transition to the CZ state is delayed for a predetermined period. The main control unit 10 allows the delay period to be changed by selecting one of several pre-set delay periods.

[0209] As shown in Figure 20, the main control device 10 has 5 to 10 games set as options for the delay period, and selects from these based on the extraction of random numbers. However, different selection lotteries are performed for the normal CZ state and for the possibility of overlapping CZ states. In other words, a different selection lottery is conducted: one when the right to transition to the CZ state is granted before the right to transition to the CZ state has been granted (illustrated as "single lottery"), and another when the right to transition to the CZ state is granted after the right to transition to the CZ state has already been granted (illustrated as "duplicate lottery").

[0210] First, in the case of a single draw, the probability of selecting "5 games" to "7 games" is 0%, the probability of selecting "8 games" to "9 games" is 30%, and the probability of selecting "10 games" is 40%. Next, in the case of a duplicate draw, the probability of selecting "5 games" is 20%, "6 games" is 30%, "7 games" is 50%, and the probability of selecting each of "8 games" through "10 games" is 0%, and the delay period is selected accordingly.

[0211] As described above, since the delay period can be selected and controlled, the delay period will vary, making it possible to improve the enjoyment of the game. Furthermore, the number of games will be determined by different selection lotteries depending on whether the right to transition to the CZ state is granted when the right to transition to the CZ state has not yet been granted, i.e., the delay period when the normal CZ state occurs, or the delay period when the right to transition to the CZ state is granted when the right to transition to the CZ state has already been granted, i.e., the delay period when there is a possibility of overlapping CZ states occurring. Therefore, the delay period set while the right to transition to the CZ state is still granted is likely to be longer, increasing the likelihood of overlapping CZ states occurring and thus enhancing the player's anticipation. Furthermore, the number of games for each option in the delay period, and the probability of each selection, may be other than those listed above, as long as they allow the above-mentioned trend to be formed.

[0212] Next, with reference to Figure 21, the notification during the CZ state in the medalless gaming machine 1 of the second embodiment will be described. In the medalless gaming machine 1 of the second embodiment, as described above, it is possible to control the normal CZ state and the overlapping CZ state. The sub-control device 20, which is a display control means, is capable of displaying information related to each high probability state on the main performance display 8, which is a display means, based on the control information from the main control device 10.

[0213] Refer to Figure 21 to explain the notification related to the CZ state. First, Figure 21(a) shows the display image on the main display unit 8 when the game is controlled to high probability state B, which corresponds to chance replay role B, as a high probability state during normal CZ state. Furthermore, Figure 21(a) shows, for example, the case where the normal CZ state is reached at the start of the CZ state (time t7 in Figure 17). As shown in Figure 21(a), during the normal CZ state, a normal CZ state image 38a, which indicates that the game state is the normal CZ state, is displayed on the main part of the screen of the main display unit 8. Furthermore, if the game is controlled to High Probability State B as a High Probability State 1 during the normal CZ state, the background image 31b will be displayed approximately in the center of the screen on the main display unit 8. The image 38a of the normal CZ state can be a still image or a video, as long as it allows the player to recognize that it is in the normal CZ state. Additionally, during the CZ state (normal CZ state and overlapping CZ state), an image indicating the duration of the CZ state will be displayed, although this will not be shown in the illustration.

[0214] Furthermore, if you win the Chance Replay B and are selected in the navigation lottery, a push order navigation image 32 (illustrated as "―·1·―") will be displayed, instructing you to stop the middle reel 41b first, as shown in the diagram. During the normal CZ state, a bonus drawing image 37 consisting of the text "Bonus drawing in progress" indicating that the target of the drawing is in a pseudo-bonus state is displayed in the upper right corner of the main display unit 8.

[0215] Next, Figure 21(b) shows the display image on the main display unit 8 when, during a duplicate CZ state, the game is controlled to high probability state B, which corresponds to chance replay role B. Furthermore, Figure 21(b) shows, for example, the case where the CZ state is changed from the normal CZ state to the overlapping CZ state (at the timing t8 in Figure 17). As shown in Figure 21(b), during the overlapping CZ state, an overlapping CZ state image 38b, which indicates that the game state is the overlapping CZ state, is displayed on the main part of the screen of the main performance display 8. Furthermore, if the game is controlled to high probability state B as a high probability state during the overlapping CZ state, the background image 31b will be displayed approximately in the center of the screen on the main display unit 8. The image 38b showing the overlapping CZ state can be a still image or a video, as long as it allows the player to recognize that it is in an overlapping CZ state.

[0216] Furthermore, if you win the Chance Replay B and are selected in the navigation lottery, a push order navigation image 32 (illustrated as "―·1·―") will be displayed, instructing you to stop the middle reel 41b first, as shown in the diagram. Furthermore, in the overlapping CZ state, an AT lottery image 39 consisting of the text "Rush lottery in progress" indicating that the target of the lottery is in the AT state is displayed in the upper right corner of the main display unit 8 screen.

[0217] Then, after the final game ends, which marks the end of the CZ state (at timing t8 in Figure 17), a lottery result notification image 50, which notifies the result of the lottery for granting a specific bonus in this CZ state, is displayed on the main part of the screen of the main performance display 8, as shown in Figure 21(c). The lottery result notification image 50 notifies the results of the lottery for transitioning to the pseudo-bonus state and the lottery for transitioning to the AT state. For example, it may be an image that shows the number of specific benefits that have been granted, such as "Pseudo-bonus state: 1" or "AT state: 1".

[0218] As described above, in the second embodiment, when a CZ state is reached, the type of CZ state and the type of specific reward that can be granted at that time are announced, so that players can play the game with peace of mind. Furthermore, even if the type of CZ state changes while in the CZ state, the player will be able to reliably recognize this change.

[0219] [Modification 1 of the second embodiment] Next, with reference to Figure 22, a modified example 1 of the medalless gaming machine 1 of the second embodiment will be described. In this modified example 1, the control related to the overlapping CZ state is different from that of the second embodiment described above. In other words, in the second embodiment described above, when a player transitions to a duplicate CZ state, the duration of the duplicate CZ state is extended, and when the duration of the CZ state that triggered the duplicate CZ state ends, the duplicate CZ state is changed back to the normal CZ state. However, in this modified example 1, if the player wins the lottery for transitioning to multiple CZ states during the delay period, the duration of the duplicate CZ state is extended. In this modified example 1, only the control related to the overlapping CZ state differs from the second embodiment described above; everything else is the same as the second embodiment described above, so only the differences will be explained.

[0220] Referring to the timing chart in Figure 22, the control of the game state in the medalless gaming machine 1 of the second embodiment modification 1 will be explained. Figure 22 shows the case in this modified example 1 where the conditions for transitioning to the CZ state are met during normal gameplay, controlled by the main control device 10. As shown in Figure 22, during normal gameplay, if the conditions for transitioning to the CZ state are met (timing t11), such as winning the lottery for transitioning to the CZ state when a predetermined rare role (e.g., a strong cherry role) is won, the right to transition to the CZ state is granted. Then, after the delay period (timing t11~t14) has elapsed, the game state will transition to the CZ state (normal CZ state).

[0221] Furthermore, in this modified example 1, during the delay period, the transition lottery to the CZ state continues to be possible in the same manner as above. For example, if the transition conditions to the CZ state are met (timing t12), such as when a predetermined rare role (e.g., a strong cherry role) is won and the transition lottery to the CZ state is won, the right to transition to the CZ state will be granted again. Then, after the delay period corresponding to the newly granted CZ state transition right has elapsed, the CZ state corresponding to that transition right will be controlled as an overlapping CZ state (timing t15). Therefore, the game will transition from the normal CZ state to the overlapping CZ state.

[0222] Furthermore, during the delay period after winning the CZ state transition lottery again, the CZ state transition lottery can continue to be held in the same manner as above. During this time, if the conditions for transitioning to the CZ state are met (timing t13), for example, when a certain rare role (for example, a strong cherry role) is won and the CZ state transition lottery is won, the right to transition to the CZ state will be granted again. Furthermore, the player will transition to the CZ state for this third transition right. In this modified example 1, when this third transition right to the CZ state is used up, if the CZ state at that time is a duplicate CZ state, the duration of the duplicate CZ state is set to 20 games, and the player will be controlled to be in a duplicate CZ state for these 20 games (timing t15~t17). In other words, normally the overlapping CZ state would only continue until the duration of the CZ state corresponding to the third CZ state transition right ends. However, if the right to transition to another CZ state is used again while the overlapping CZ state is in effect, the overlapping CZ state will continue for a period equal to the sum of the durations of the two CZ states (20 games). Therefore, if the right to transition to another CZ state is used again while in an overlapping CZ state, the duration will be extended beyond the original overlapping CZ state duration, and the period during which the player is eligible for specific benefits in the AT state will be extended, which is advantageous for the player.

[0223] As described above, in this modified example 1, if the right to transition to another CZ state is used again while in an overlapping CZ state, the duration of the overlapping CZ state is extended. Therefore, if the player wins the lottery for transitioning to multiple CZ states during the delay period, it becomes possible to greatly increase the player's sense of anticipation. Furthermore, it is preferable that the duration of the overlapping CZ state be extended by 10 games each time the player wins the fourth or subsequent CZ state transition lottery during the delay period.

[0224] [Modification 2 of the second embodiment] Next, with reference to Figure 23, a modified example 2 of the medalless gaming machine 1 of the second embodiment will be described. In this modified example 2, the display on the main display unit 8 during the delay period is different from that of the second embodiment described above. In this modified example 2, only the presentation during the delay period differs from the second embodiment described above; everything else is the same as the second embodiment described above, so only the differences will be explained.

[0225] Figure 23 shows the animation image during the delay period, which is executed on the main animation display 8 by the control of the sub-controller 20 based on the control information from the main control unit 10. First, as shown in Figure 23(a), if the player wins the lottery for transitioning to the CZ state during normal gameplay, a pre-announcement effect (main pre-announcement effect) will be executed during the delay period, and a pre-announcement effect image 51 will be displayed in the main part of the screen of the main effect display unit 8. If the player wins the lottery for transitioning to the CZ state again during this delay period, after the end of the game, a double win notification image 52 consisting of the text information "Congratulations on your double win" will be displayed in the approximate center of the screen, definitively notifying the player that they have won the lottery for transitioning to the CZ state again with a predetermined probability (for example, a 30% probability).

[0226] Then, starting from the game following the game in which the transition to the CZ state is won again, as shown in Figure 23(b), a normal CZ start time image 53a, which shows the number of games from that point until the normal CZ state starts, and a duplicate CZ start time image 53b, which shows the number of games from that point until the duplicate CZ state starts, are displayed side by side in the left-right direction approximately in the center of the screen. For example, the image 53a for the start of a normal CZ consists of the text information "5G remaining until the start of a normal CZ," and the image 53b for the start of a duplicate CZ consists of the text information "8G remaining until the start of a duplicate CZ." As the game progresses, the numerical information indicating the number of games (for example, "5G") within the text information is decremented and updated. In other words, if the player wins the lottery to transition to the CZ state again during the delay period, the normal CZ state will start first, and then it will change to the overlapping CZ state. The start times of these states will be announced by a countdown display that matches the progress of the game.

[0227] As described above, in this modified example 2, if the player wins the lottery for transitioning to the CZ state again during the delay period, the player is notified definitively of the win in the lottery for transitioning to those CZ states with a predetermined probability. Furthermore, if the player wins the lottery to transition to the CZ state again during the delay period, the start time of the normal CZ state and the start time of the overlapping CZ state will be announced by a countdown display that corresponds to the progress of the game. Therefore, it becomes possible to efficiently increase the players' expectations.

[0228] [Modification 3 of the second embodiment] Next, with reference to Figures 24 and 25, a third modified example of the medalless gaming machine 1 of the second embodiment will be described. In this modified example 3, the control related to the overlapping CZ state is different from that of the second embodiment described above. In other words, in the second embodiment described above, when a player transitions to a duplicate CZ state, the duration of the duplicate CZ state is determined by the end of the duration of the CZ state that triggered the duplicate CZ state, after which the duplicate CZ state is changed back to the normal CZ state. However, in this modified example 3, if the player wins the CZ state transition lottery again during the delay period, the duration of the duplicate CZ state is selected from among several durations. In this modified example 1, only the control related to the overlapping CZ state differs from the second embodiment described above; everything else is the same as the second embodiment described above, so only the differences will be explained.

[0229] Referring to Figure 24, the control of the game state in the medalless gaming machine 1 of the third modified example of the second embodiment will be described. Figure 24 shows the case in this modified example 3 where the conditions for transitioning to the CZ state are met during normal gameplay, controlled by the main control device 10. As shown in Figure 24, during normal gameplay, if the conditions for transitioning to the CZ state are met (timing t18), such as winning the lottery for transitioning to the CZ state when a predetermined rare role (e.g., a strong cherry role) is won, the right to transition to the CZ state is granted. Then, after the delay period (timing t18~t20) has elapsed, the game state will transition to the CZ state (normal CZ state).

[0230] Furthermore, in this modified example 3, during the delay period, the transition lottery to the CZ state continues to be possible in the same manner as above. For example, if the transition conditions to the CZ state are met (timing t19), such as when a predetermined rare role (e.g., a strong cherry role) is won and the transition lottery to the CZ state is won, the right to transition to the CZ state will be granted again. Then, after the delay period corresponding to the initially granted CZ state transition right has elapsed, the player will transition to the normal CZ state corresponding to that transition right (timing t20), and thereafter, the CZ state corresponding to the newly granted CZ state transition right will be controlled as an overlapping CZ state (for example, timing t21). Therefore, the game will transition from the normal CZ state to the overlapping CZ state.

[0231] In this modified example 3, when the main control unit 10 transitions to an overlapping CZ state, it performs an overlapping period lottery at the start of the normal CZ state to which the player will first transition, to determine the duration of the overlapping CZ state to which the player will subsequently transition. In other words, when a game is played that normally starts the CZ state, a lottery is held based on the extraction of a predetermined random number to determine the duration of the subsequent overlapping CZ state (overlap period) by selecting one of 3 games, 5 games, or 10 games. Therefore, as shown in Figure 24, if a duration of 3 games is determined (in the case of Example 1), the overlapping CZ state will continue from the time when the CZ state ends (timing t23) until 3 games prior (timing t22). Furthermore, if a duration of 5 games is determined (as in Example 2), the overlapping CZ state will continue from the point in time when the CZ state ends (timing t23) until 5 games prior (timing t21). Furthermore, if a duration of 10 games is determined (as in Example 3), the overlapping CZ state will continue from the point in time when the CZ state ends (timing t23) until 10 games prior (timing t20). In other words, in this case, the entire CZ state becomes an overlapping CZ state. Thus, when generating an overlapping CZ state, the duration of that overlapping CZ state is determined by selecting one of several durations at the start of the normal CZ state.

[0232] Furthermore, during gameplay when the normal CZ state is initiated, as shown in Figure 25, the sub-control device 20 controls the main display unit 8 to execute a selection animation corresponding to the selection of the duration (overlap period). As shown in Figure 25, when the selection animation is performed, a small overlapping period image 54a corresponding to the duration of 3 games (overlap period), an overlapping period image 54b corresponding to the duration of 5 games, and a large overlapping period image 54c corresponding to the duration of 10 games are displayed in a triangular shape on the main part of the screen of the main animation display 8. After the roulette animation is performed in which these images light up sequentially at predetermined timings, an animation is performed in which the image corresponding to the lottery result in the selection lottery for the duration of the overlapping CZ state lights up for a predetermined period. Therefore, the execution of the selection animation will announce the duration of the overlapping CZ state, which was determined by the selection lottery for the duration of the overlapping CZ state.

[0233] As described above, in this modified example 3, when transitioning to an overlapping CZ state, the duration of the overlapping CZ state (overlap period) can be changed by selecting and determining the duration of the overlapping CZ state. Therefore, the duration of the overlapping CZ state will vary, making it possible to execute a highly engaging game that changes the player's expectations. Furthermore, since the game performs animations corresponding to the selected duration of the overlapping CZ state, it is possible to enhance the enjoyment of the game. Furthermore, the number of games and the number of choices within the options for the duration of the overlapping CZ state may differ from those stated above. Also, the probability of selecting each option may be 1 / 3, or one option may be more likely to be selected than the others.

[0234] As described above, the present invention provides a gaming machine (medalless gaming machine 1) that executes a game based on the player's operation and can grant the player a prize in connection with the execution of the game, comprising: a lottery means (main control device 10) capable of executing a lottery for a prize based on the execution of the game; a plurality of operating means (stop buttons 5) that the player can operate in connection with the execution of the game; a specific prize control means (main control device 10) capable of executing control to lead to a specific prize (stop of a chance symbol) when a predetermined operating means among the plurality of operating means is operated first in a game in which the lottery result by the lottery means is a winning of a specific prize (chance replay prize); and a specific control that notifies the operation manner of the plurality of operating means for leading to the specific prize in a game in which the lottery result by the lottery means is a winning of the specific prize. The system includes a notification control means (main control device 10) capable of performing an action, and a bonus granting control means (main control device 10) capable of performing a control to grant a specific bonus to the player in connection with the derivation of the specific prize, wherein the lottery means is capable of drawing a plurality of specific roles as the specific role, the specific prize control means is capable of deriving the specific prize on the condition that one of the plurality of operation means pre-set for each of the plurality of specific roles is operated first, the notification control means includes a high probability state control means (main control device 10) capable of controlling the execution probability of the specific control to a high probability state higher than normal, the high probability state control means is capable of controlling to the high probability state corresponding to each of the plurality of specific roles, and the high probability state corresponding to each of the plurality of specific roles is configured to be controllable individually for each of the plurality of specific roles. Therefore, transitioning to a high-probability state can increase the player's expectations, and since each high-probability state is controlled individually, it becomes possible to realize a highly engaging game where the transition patterns to high-probability states vary in various ways.

[0235] Furthermore, the system includes a display means (main display unit 8) capable of displaying multiple images, and a display control means (sub-control device 20) capable of controlling the display of the display means. The display control means is configured to display an image on the display means that identifies the first stopping operation means set for a predetermined specific role among the multiple specific roles when the system is controlled to the high probability state. Therefore, it becomes possible to reliably notify players of the high-probability state set in accordance with the initial stopping operation, enabling players to reliably recognize different types of high-probability states and preventing errors in button press order.

[0236] Furthermore, the high-probability state control means is configured to be able to control the high-probability states corresponding to two or more of the multiple specific roles in parallel. Therefore, it becomes possible to create highly engaging gameplay with various changes in the transition patterns to high-probability states, and to further enhance the player's sense of anticipation by controlling two or more high-probability states simultaneously.

[0237] Furthermore, the high-probability state control means is configured to control the machine to the high-probability state with a predetermined probability based on the fulfillment of predetermined conditions, and if the machine is not controlled to the high-probability state, it is configured to control the machine to the high-probability state with a first probability for a predetermined specific role among the plurality of specific roles, and if the machine is controlled to the high-probability state (e.g., high-probability state 1) for the predetermined specific role, it is configured to control the machine to the high-probability state (high-probability state 2 or high-probability state 3) for a specific role different from the predetermined specific role with a second probability higher than the first probability. Therefore, when a player transitions to a high-probability state, not only does the expectation of receiving a specific bonus increase, but the expectation of entering an even higher-probability state also increases, making it possible to further heighten the player's expectations.

[0238] Furthermore, the system includes a game state control means (main control device 10) that can control between a first game state (e.g., a normal game state) and a second game state (e.g., a pseudo-bonus state), and the bonus granting control means is configured to execute control to grant the specific bonus in the first game state such that the probability of granting the specific bonus when a specific win is derived for a second specific role (e.g., a chance replay role B) among the multiple specific roles is higher than the probability of granting the specific bonus when a specific win is derived for a first specific role among the multiple specific roles, and in the second game state such that the probability of granting the specific bonus when a specific win is derived for a first specific role among the multiple specific roles is higher than the probability of granting the specific bonus when a specific win is derived for a second specific role among the multiple specific roles, and is configured to execute control to grant the specific bonus in the second game state such that the probability of granting the specific bonus when a specific win is derived for a first specific role among the multiple specific roles is higher than the probability of granting the specific bonus when a specific win is derived for a second specific role among the multiple specific roles. Therefore, the winning combination with the highest expected value will change depending on the type of game state, making it possible to play a highly engaging game where the player's expectations change in various ways.

[0239] Furthermore, the system includes a specific game state control means (main control device 10) that can control the game to a specific game state that is advantageous to the player. The high probability state control means can control the game to the high probability state for a predetermined specific role among the multiple specific roles for a predetermined period after the end of the specific game state. The bonus granting control means is configured to control the game to the specific game state in relation to the deriving of the specific winning combination during the predetermined period, as a granting of the specific bonus. Therefore, by transitioning to a high-probability state after the end of a specific game state, the possibility of the specific game state occurring repeatedly is created, which can improve the enjoyment of the game and increase the player's sense of anticipation.

[0240] Furthermore, the lottery means, specific prize control means, notification control means, bonus granting control means, high probability state control means, display control means, game state control means, and specific game state control means may be provided by the main control device 10 or by the sub-control device 20. Alternatively, they may be configured through the cooperation of the main control device 10 and the sub-control device 20.

[0241] On the other hand, as a conventional gaming machine, a patent document (Japanese Patent Publication No. 2015-128566) discloses a slot machine that, when a specific gaming state occurs, notifies the reel stopping order necessary to achieve the winning combination, thereby stopping the combination of symbols corresponding to the winning combination. However, these conventional gaming machines were not sufficient in terms of improving the enjoyment of the game. The gaming machine of this embodiment can solve all or part of the above-mentioned problems that conventional gaming machines have to improve.

[0242] Although preferred embodiments of the gaming machine of the present invention have been described above, it goes without saying that the gaming machine according to the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention. For example, the main control unit 10 can also consist of two main boards on which the CPU is mounted. In this case, the main control device 10 can consist of a main control board equipped with a main control CPU and a medal count control board equipped with a medal count control CPU. Specifically, the medal count control CPU can be responsible for controlling the game medal count display device 7, as well as the operation of the counting button 2c, the game medal count clear button 14, and the dedicated unit 19, while the main control CPU can be responsible for the overall control of the game. Furthermore, the gaming machine itself may be of a type where actual tokens are physically inserted into the machine to play the game.

[0243] Furthermore, the configuration may involve the sub-controller 20 performing some or all of the operations that the main control unit 10 performs, or the configuration may involve the main control unit 10 performing some or all of the operations that the sub-controller 20 performs. For example, the sub-control device 20 may control the game token count display device 7, and the sub-control device 20 may also be responsible for controlling the operation of the counting button 2c, the game token count clear button 14, and the dedicated unit 19. Furthermore, the operation of the counting button lamp 2e and the bet count lamp 2f may be controlled by the main control device 10. Furthermore, in this embodiment, when we say "the probability of the other is higher than the probability of the other" or "the probability of the other is lower than the probability of the other," the probability of one includes 0%, and the probability of the other includes 100%. Furthermore, in this embodiment, the numerical values ​​specified during various draws are merely examples; they may be numerical values ​​with a range (2 or more) or numerical values ​​without a range (1).

[0244] Furthermore, although this embodiment shows a slot machine as an example of a gaming machine, a pachinko machine may also be used. In other words, it can be a so-called enclosed gaming machine that does not dispense gaming balls or other gaming media to the outside, but instead circulates them internally to run the game. In this case, the gaming machine can be equipped with a gaming ball count display device that corresponds to the gaming token count display device 7. Furthermore, for example, the notification method may be changed depending on the amount of game balls stored and displayed in the game ball count display device, and the amount of counting may be increased when the counting button is pressed and held down compared to when it is pressed and held down, and if game balls are acquired while the game ball count is still pressed and held down after the number of game balls stored and displayed in the game ball count display device has become 0, those game balls may be counted. [Explanation of symbols]

[0245] 1. Coinless gaming machine 2a Bet button 2b MAX bet button 3. Start lever 5. Stop button 8. Main display unit 10 Main control unit 18. Sub-display indicator 20 Sub-control device 41 Reels

Claims

1. In a gaming machine that executes a game based on the player's actions and can grant the player a reward in connection with the execution of the game, A lottery means capable of performing a draw for a role based on the execution of the aforementioned game, Multiple operating means that can be operated by the player in connection with the execution of the aforementioned game, In a game in which the lottery result by the lottery means is the winning of a specific role, a specific prize winning control means is provided that can execute control to lead to a specific prize when a predetermined operating means among the plurality of operating means is operated first, In a game in which the lottery result by the lottery means is the winning of the specific role, a notification control means capable of performing specific control to notify the operation of the plurality of operation means for deriving the specific prize, In connection with the derivation of the aforementioned specific prize, a reward granting control means capable of executing control to grant a specific reward to the player, Equipped with, The aforementioned lottery means is, Multiple specific roles can be drawn as the aforementioned specific roles, The aforementioned specific prize control means is The specific prize can be derived on the condition that one of the multiple operating means pre-set for each of the multiple specific roles is operated first. The notification control means is, Includes a high-probability state control means capable of controlling the system to a high-probability state in which the probability of executing the aforementioned specific control is higher than normal, The aforementioned high-probability state control means is The high probability state can be controlled in accordance with each of the aforementioned multiple specific roles, and the high probability state corresponding to each of the aforementioned multiple specific roles can be controlled individually for each of the aforementioned multiple specific roles. A gaming machine characterized by the following features.

2. A display means capable of displaying multiple images, A display control means capable of performing display control on the aforementioned display means, Equipped with, The display control means is When a specific specific role among the multiple specific roles is controlled to be in the high-probability state, it is possible to perform control to display an image on the display means that can identify the operation means to be stopped first, which is set for the specific specific role. The gaming machine described in feature 1.

3. The aforementioned high-probability state control means is The high-probability states corresponding to two or more of the aforementioned specific roles can be controlled in parallel. The gaming machine described in feature 1.

4. The aforementioned high-probability state control means is Based on the fulfillment of predetermined conditions, the system can be controlled to the high-probability state with a predetermined probability. If the high probability state is not maintained, the high probability state can be maintained for a predetermined specific role among the plurality of specific roles with a first probability. If the system is controlled to the high probability state for the predetermined specific role, it is possible to control the system to the high probability state for a different specific role with a second probability that is higher than the first probability. The gaming machine described in feature 3.

5. It includes a game state control means that can control between a first game state and a second game state, The aforementioned benefit granting control means is In the first game state, the control to grant the specific bonus is made such that the probability of granting the specific bonus when a specific win is achieved for a second specific win among the multiple specific wins is higher than the probability of granting the specific bonus when a specific win is achieved for a first specific win among the multiple specific wins. In the second game state, the control to grant the specific bonus is made possible such that the probability of granting the specific bonus when a specific win is achieved for the first specific win among the multiple specific wins is higher than the probability of granting the specific bonus when a specific win is achieved for the second specific win among the multiple specific wins. The gaming machine described in feature 1.

6. It is equipped with a specific game state control means that can control the game state to be advantageous to the player, The aforementioned high-probability state control means is After the termination of the aforementioned specific game state, for a predetermined period, the high probability state can be controlled for a predetermined specific role among the plurality of specific roles. The aforementioned benefit granting control means is In relation to the deriving of the specific prize during the predetermined period, the granting of the specific benefit can be controlled to result in the specific game state. A gaming machine according to any one of claims 1 to 5, characterized by the features described above.

Citation Information

Patent Citations

  • Rotary drum type game machine

    JP2015128566A